From 024af98e6dafd9bc00df80ac24803e89529aa73d Mon Sep 17 00:00:00 2001 From: mike dupont Date: Mon, 19 Feb 2024 06:29:57 -0500 Subject: [PATCH] data --- data/_1.out | 7 + data/_1.txt | 32 ++ data/_2.txt | 30 ++ data/clang2_1.out | 7 + data/clang2_2.out | 7 + data/clang2_3.out | 12 + data/clang2_4.out | 7 + data/clang_1.out | 7 + data/clang_2.out | 7 + data/clang_3.out | 7 + data/clang_4.out | 7 + ..._dungeon_1_2024-02-18T13:39:46-05:00_1.txt | 130 ++++++++ ..._dungeon_1_2024-02-18T15:45:40-05:00_1.txt | 163 ++++++++++ ...dungeon_1_2024-02-18T15:45:40-05:00_10.txt | 165 +++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_100.txt | 167 +++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_101.txt | 184 ++++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_102.txt | 164 ++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_103.txt | 157 ++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_104.txt | 156 ++++++++++ ...ungeon_1_2024-02-18T15:45:40-05:00_105.txt | 162 ++++++++++ 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data/dungeon2challegeImagine_1.new_1Imagine | 7 + data/dungeon2dramaImagine_1.new_1Imagine | 9 + data/dungeon2hero_1.new_1Imagine | 7 + data/dungeon2magic_1.new_1Imagine | 7 + data/dungeon2monsterImagine_1.new_1Imagine | 9 + data/dungeon2musicImagine_1.new_1Imagine | 9 + data/dungeon2occultImagine_1.new_1Imagine | 7 + data/dungeon2questImagine_1.new_1Imagine | 7 + data/dungeon2revealImagine_1.new_1Imagine | 9 + data/dungeon2secretsImagine_1.new_1Imagine | 9 + data/dungeon2spellImagine_1.new_1Imagine | 9 + data/dungeon2themeImagine_1.new_1Imagine | 7 + data/dungeon2treasureImagine_1.new_1Imagine | 7 + data/dungeon2weaponImagine_1.new_1Imagine | 7 + data/dungeon2weapon_1.new_1Imagine | 7 + data/dungeon_1.new_1Imagine | 18 ++ data/dungeon_prompt.txt | 137 +++++++++ data/dungeonartifactsImagine_1.new_1Imagine | 11 + data/dungeonchallegeImagine_1.new_1Imagine | 13 + data/dungeonmagic_1.new_1Imagine | 21 ++ data/dungeonmonsterImagine_1.new_1Imagine | 13 + data/dungeonquestImagine_1.new_1Imagine | 21 ++ data/dungeonspellImagine_1.new_1Imagine | 9 + data/dungeonthemeImagine_1.new_1Imagine | 11 + data/dungeontreasureImagine_1.new_1Imagine | 26 ++ data/dungeonweaponImagine_1.new_1Imagine | 11 + data/folder/dune | 19 ++ ...grammar_1_2024-02-18T22:35:03-05:00_1.txt1 | 139 +++++++++ ...grammar_1_2024-02-18T22:44:07-05:00_1.txt1 | 130 ++++++++ ...grammar_1_2024-02-18T22:44:07-05:00_2.txt2 | 94 ++++++ ...grammar_1_2024-02-18T22:44:07-05:00_3.txt3 | 87 ++++++ ...grammar_1_2024-02-18T23:01:15-05:00_1.txt1 | 88 ++++++ ...grammar_1_2024-02-18T23:01:15-05:00_2.txt2 | 99 +++++++ ...grammar_1_2024-02-18T23:01:15-05:00_3.txt3 | 94 ++++++ ...grammar_1_2024-02-18T23:01:15-05:00_4.txt4 | 94 ++++++ ...grammar_1_2024-02-18T23:01:15-05:00_5.txt5 | 99 +++++++ ...grammar_1_2024-02-18T23:01:15-05:00_6.txt6 | 80 +++++ data/folder/grammar/prompt_grammar3h.txt | 1 + data/folder/grammar/prompt_grammar3t.txt | 1 + data/folder/grammar/run.sh | 25 ++ ...m_folder_1_2024-02-18T13:41:04-05:00_1.txt | 86 ++++++ ..._folder_1_2024-02-18T13:41:04-05:00_10.txt | 61 ++++ ..._folder_1_2024-02-18T13:41:04-05:00_11.txt | 40 +++ ..._folder_1_2024-02-18T13:41:04-05:00_12.txt | 23 ++ ..._folder_1_2024-02-18T13:41:04-05:00_13.txt | 15 + ..._folder_1_2024-02-18T13:41:04-05:00_14.txt | 19 ++ ...m_folder_1_2024-02-18T13:41:04-05:00_2.txt | 63 ++++ ...m_folder_1_2024-02-18T13:41:04-05:00_3.txt | 51 ++++ ...m_folder_1_2024-02-18T13:41:04-05:00_4.txt | 28 ++ ...m_folder_1_2024-02-18T13:41:04-05:00_5.txt | 21 ++ ...m_folder_1_2024-02-18T13:41:04-05:00_6.txt | 29 ++ ...m_folder_1_2024-02-18T13:41:04-05:00_7.txt | 75 +++++ ...m_folder_1_2024-02-18T13:41:04-05:00_8.txt | 53 ++++ ...m_folder_1_2024-02-18T13:41:04-05:00_9.txt | 51 ++++ data/folder/grammar1.ebnf | 77 +++++ data/folder/grammar2.ebnf | 48 +++ data/folder/grammar3.ebnf | 21 ++ data/folder/languageModel.ml | 15 + data/folder/language_model.ml | 1 + ...m_folder_1_2024-02-18T13:44:52-05:00_1.txt | 91 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_10.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_100.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_101.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_102.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_103.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_104.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_105.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_106.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_107.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_108.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_109.txt | 102 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_11.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_110.txt | 97 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_111.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_112.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_113.txt | 110 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_114.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_115.txt | 114 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_116.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_117.txt | 129 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_118.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_119.txt | 87 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_12.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_120.txt | 67 +++++ ...folder_1_2024-02-18T13:44:52-05:00_121.txt | 56 ++++ ...folder_1_2024-02-18T13:44:52-05:00_122.txt | 103 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_123.txt | 113 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_124.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_125.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_126.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_127.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_128.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_129.txt | 92 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_13.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_130.txt | 109 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_131.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_132.txt | 75 +++++ ...folder_1_2024-02-18T13:44:52-05:00_133.txt | 67 +++++ ...folder_1_2024-02-18T13:44:52-05:00_134.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_135.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_136.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_137.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_138.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_139.txt | 82 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_14.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_140.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_141.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_142.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_143.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_144.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_145.txt | 136 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_146.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_147.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_148.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_149.txt | 93 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_15.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_150.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_151.txt | 119 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_152.txt | 127 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_153.txt | 142 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_154.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_155.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_156.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_157.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_158.txt | 115 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_159.txt | 97 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_16.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_160.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_161.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_162.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_163.txt | 106 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_164.txt | 68 +++++ ...folder_1_2024-02-18T13:44:52-05:00_165.txt | 113 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_166.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_167.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_168.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_169.txt | 97 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_17.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_170.txt | 116 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_171.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_172.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_173.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_174.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_175.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_176.txt | 114 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_177.txt | 69 +++++ ...folder_1_2024-02-18T13:44:52-05:00_178.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_179.txt | 97 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_18.txt | 97 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_180.txt | 69 +++++ ...folder_1_2024-02-18T13:44:52-05:00_181.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_182.txt | 118 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_183.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_184.txt | 112 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_185.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_186.txt | 62 ++++ ...folder_1_2024-02-18T13:44:52-05:00_187.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_188.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_189.txt | 133 +++++++++ ..._folder_1_2024-02-18T13:44:52-05:00_19.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_190.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_191.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_192.txt | 86 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_193.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_194.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_195.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_196.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_197.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_198.txt | 109 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_199.txt | 74 +++++ ...m_folder_1_2024-02-18T13:44:52-05:00_2.txt | 114 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_20.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_200.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_201.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_202.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_203.txt | 106 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_204.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_205.txt | 64 ++++ ...folder_1_2024-02-18T13:44:52-05:00_206.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_207.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_208.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_209.txt | 78 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_21.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_210.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_211.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_212.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_213.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_214.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_215.txt | 118 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_216.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_217.txt | 144 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_218.txt | 86 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_219.txt | 84 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_22.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_220.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_221.txt | 118 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_222.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_223.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_224.txt | 109 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_225.txt | 112 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_226.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_227.txt | 59 ++++ ...folder_1_2024-02-18T13:44:52-05:00_228.txt | 109 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_229.txt | 76 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_23.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_230.txt | 103 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_231.txt | 102 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_232.txt | 111 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_233.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_234.txt | 111 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_235.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_236.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_237.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_238.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_239.txt | 86 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_24.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_240.txt | 115 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_241.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_242.txt | 52 ++++ ...folder_1_2024-02-18T13:44:52-05:00_243.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_244.txt | 65 ++++ ...folder_1_2024-02-18T13:44:52-05:00_245.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_246.txt | 103 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_247.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_248.txt | 65 ++++ ...folder_1_2024-02-18T13:44:52-05:00_249.txt | 80 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_25.txt | 133 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_250.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_251.txt | 117 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_252.txt | 119 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_253.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_254.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_255.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_256.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_257.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_258.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_259.txt | 83 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_26.txt | 121 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_260.txt | 67 +++++ ...folder_1_2024-02-18T13:44:52-05:00_261.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_262.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_263.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_264.txt | 131 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_265.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_266.txt | 69 +++++ ...folder_1_2024-02-18T13:44:52-05:00_267.txt | 66 +++++ ...folder_1_2024-02-18T13:44:52-05:00_268.txt | 111 +++++++ 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...folder_1_2024-02-18T13:44:52-05:00_284.txt | 75 +++++ ...folder_1_2024-02-18T13:44:52-05:00_285.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_286.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_287.txt | 73 +++++ ...folder_1_2024-02-18T13:44:52-05:00_288.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_289.txt | 76 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_29.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_290.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_291.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_292.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_293.txt | 86 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_294.txt | 83 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_295.txt | 114 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_296.txt | 135 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_297.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_298.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_299.txt | 99 +++++++ 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..._folder_1_2024-02-18T13:44:52-05:00_33.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_330.txt | 62 ++++ ...folder_1_2024-02-18T13:44:52-05:00_331.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_332.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_333.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_334.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_335.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_336.txt | 86 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_337.txt | 103 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_338.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_339.txt | 78 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_34.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_340.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_341.txt | 111 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_342.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_343.txt | 140 +++++++++ ...folder_1_2024-02-18T13:44:52-05:00_344.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_345.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_346.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_347.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_348.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_349.txt | 79 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_35.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_350.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_351.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_352.txt | 97 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_353.txt | 126 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_354.txt | 124 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_355.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_356.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_357.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_358.txt | 83 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_359.txt | 114 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_36.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_360.txt | 103 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_361.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_362.txt | 83 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_363.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_364.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_365.txt | 112 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_366.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_367.txt | 59 ++++ ...folder_1_2024-02-18T13:44:52-05:00_368.txt | 113 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_369.txt | 87 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_37.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_370.txt | 97 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_371.txt | 69 +++++ ...folder_1_2024-02-18T13:44:52-05:00_372.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_373.txt | 112 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_374.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_375.txt | 123 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_376.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_377.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_378.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_379.txt | 73 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_38.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_380.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_381.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_382.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_383.txt | 68 +++++ ...folder_1_2024-02-18T13:44:52-05:00_384.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_385.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_386.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_387.txt | 106 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_388.txt | 83 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_389.txt | 79 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_39.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_390.txt | 75 +++++ ...folder_1_2024-02-18T13:44:52-05:00_391.txt | 63 ++++ ...folder_1_2024-02-18T13:44:52-05:00_392.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_393.txt | 86 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_394.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_395.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_396.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_397.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_398.txt | 106 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_399.txt | 90 ++++++ ...m_folder_1_2024-02-18T13:44:52-05:00_4.txt | 103 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_40.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_400.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_401.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_402.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_403.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_404.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_405.txt | 66 +++++ ...folder_1_2024-02-18T13:44:52-05:00_406.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_407.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_408.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_409.txt | 67 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_41.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_410.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_411.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_412.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_413.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_414.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_415.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_416.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_417.txt | 65 ++++ ...folder_1_2024-02-18T13:44:52-05:00_418.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_419.txt | 97 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_42.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_420.txt | 101 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_421.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_422.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_423.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_424.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_425.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_426.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_427.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_428.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_429.txt | 96 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_43.txt | 114 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_430.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_431.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_432.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_433.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_434.txt | 67 +++++ ...folder_1_2024-02-18T13:44:52-05:00_435.txt | 64 ++++ ...folder_1_2024-02-18T13:44:52-05:00_436.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_437.txt | 121 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_438.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_439.txt | 101 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_44.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_440.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_441.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_442.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_443.txt | 116 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_444.txt | 97 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_445.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_446.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_447.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_448.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_449.txt | 81 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_45.txt | 83 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_450.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_451.txt | 114 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_452.txt | 122 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_453.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_454.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_455.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_456.txt | 125 ++++++++ ...folder_1_2024-02-18T13:44:52-05:00_457.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_458.txt | 112 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_459.txt | 85 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_46.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_460.txt | 90 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_461.txt | 113 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_462.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_463.txt | 75 +++++ ...folder_1_2024-02-18T13:44:52-05:00_464.txt | 82 +++++ ...folder_1_2024-02-18T13:44:52-05:00_465.txt | 110 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_466.txt | 69 +++++ ...folder_1_2024-02-18T13:44:52-05:00_467.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_468.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_469.txt | 73 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_47.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_470.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_471.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_472.txt | 73 +++++ ...folder_1_2024-02-18T13:44:52-05:00_473.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_474.txt | 80 +++++ ...folder_1_2024-02-18T13:44:52-05:00_475.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_476.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_477.txt | 87 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_478.txt | 105 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_479.txt | 80 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_48.txt | 88 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_480.txt | 70 +++++ ...folder_1_2024-02-18T13:44:52-05:00_481.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_482.txt | 100 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_483.txt | 99 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_484.txt | 91 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_485.txt | 76 +++++ ...folder_1_2024-02-18T13:44:52-05:00_486.txt | 77 +++++ ...folder_1_2024-02-18T13:44:52-05:00_487.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_488.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_489.txt | 94 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_49.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_490.txt | 111 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_491.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_492.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_493.txt | 106 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_494.txt | 79 +++++ ...folder_1_2024-02-18T13:44:52-05:00_495.txt | 81 +++++ ...folder_1_2024-02-18T13:44:52-05:00_496.txt | 85 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_497.txt | 102 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_498.txt | 109 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_499.txt | 88 ++++++ ...m_folder_1_2024-02-18T13:44:52-05:00_5.txt | 109 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_50.txt | 102 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_500.txt | 92 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_501.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_502.txt | 78 +++++ ...folder_1_2024-02-18T13:44:52-05:00_503.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_504.txt | 89 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_505.txt | 72 +++++ ...folder_1_2024-02-18T13:44:52-05:00_506.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_507.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_508.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_509.txt | 87 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_51.txt | 98 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_510.txt | 95 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_511.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_512.txt | 71 +++++ ...folder_1_2024-02-18T13:44:52-05:00_513.txt | 84 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_514.txt | 104 +++++++ ...folder_1_2024-02-18T13:44:52-05:00_515.txt | 93 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_516.txt | 74 +++++ ...folder_1_2024-02-18T13:44:52-05:00_517.txt | 96 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_518.txt | 94 ++++++ ...folder_1_2024-02-18T13:44:52-05:00_519.txt | 84 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_52.txt | 109 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_53.txt | 103 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_54.txt | 85 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_55.txt | 103 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_56.txt | 83 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_57.txt | 93 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_58.txt | 73 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_59.txt | 86 ++++++ ...m_folder_1_2024-02-18T13:44:52-05:00_6.txt | 80 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_60.txt | 94 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_61.txt | 76 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_62.txt | 109 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_63.txt | 124 ++++++++ ..._folder_1_2024-02-18T13:44:52-05:00_64.txt | 103 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_65.txt | 79 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_66.txt | 93 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_67.txt | 81 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_68.txt | 88 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_69.txt | 63 ++++ ...m_folder_1_2024-02-18T13:44:52-05:00_7.txt | 73 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_70.txt | 110 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_71.txt | 76 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_72.txt | 93 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_73.txt | 94 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_74.txt | 108 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_75.txt | 109 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_76.txt | 85 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_77.txt | 89 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_78.txt | 92 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_79.txt | 79 +++++ ...m_folder_1_2024-02-18T13:44:52-05:00_8.txt | 74 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_80.txt | 79 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_81.txt | 105 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_82.txt | 117 ++++++++ ..._folder_1_2024-02-18T13:44:52-05:00_83.txt | 77 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_84.txt | 75 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_85.txt | 104 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_86.txt | 101 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_87.txt | 70 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_88.txt | 95 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_89.txt | 90 ++++++ ...m_folder_1_2024-02-18T13:44:52-05:00_9.txt | 93 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_90.txt | 100 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_91.txt | 80 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_92.txt | 92 ++++++ ..._folder_1_2024-02-18T13:44:52-05:00_93.txt | 116 ++++++++ ..._folder_1_2024-02-18T13:44:52-05:00_94.txt | 104 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_95.txt | 71 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_96.txt | 82 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_97.txt | 80 +++++ ..._folder_1_2024-02-18T13:44:52-05:00_98.txt | 114 +++++++ ..._folder_1_2024-02-18T13:44:52-05:00_99.txt | 111 +++++++ data/folder/sim_folder_1.ml | 18 ++ data/folder/testResult.ml | 2 + ...ith_a_executableAst_connected_with_Ast.txt | 92 ++++++ ..._executableAst_connected_with_Bytecode.txt | 22 ++ ...ith_a_executableAst_connected_with_Ast.txt | 197 +++++++++++++ ..._executableAst_connected_with_Bytecode.txt | 29 ++ ...ith_a_executableAst_connected_with_Ast.txt | 103 +++++++ ...ecutablecompany_connected_with_company.txt | 15 + ..._executablecompany_connected_with_heap.txt | 19 ++ ..._executablecompany_connected_with_list.txt | 29 ++ ...ablecompany_connected_with_main_memory.txt | 15 + ...ecutablecompany_connected_with_project.txt | 30 ++ ...executablecompany_connected_with_stack.txt | 36 +++ ..._executablecompany_connected_with_tree.txt | 29 ++ ...tablecompany_connected_with_university.txt | 21 ++ ...ecutableproject_connected_with_company.txt | 14 + ..._executableproject_connected_with_heap.txt | 25 ++ ..._executableproject_connected_with_list.txt | 23 ++ ...ableproject_connected_with_main_memory.txt | 23 ++ ...ecutableproject_connected_with_project.txt | 25 ++ ...executableproject_connected_with_stack.txt | 13 + ...xecutableproject_connected_with_string.txt | 28 ++ ..._executableproject_connected_with_tree.txt | 13 + ...tableproject_connected_with_university.txt | 24 ++ ...xecutableproject_connected_with_vector.txt | 13 + ...tableuniversity_connected_with_company.txt | 15 + ...ecutableuniversity_connected_with_heap.txt | 15 + ...ecutableuniversity_connected_with_list.txt | 17 ++ ...euniversity_connected_with_main_memory.txt | 22 ++ ...tableuniversity_connected_with_project.txt | 16 + ...cutableuniversity_connected_with_stack.txt | 51 ++++ ...utableuniversity_connected_with_string.txt | 11 + ...ecutableuniversity_connected_with_tree.txt | 13 + ...leuniversity_connected_with_university.txt | 9 + ...utableuniversity_connected_with_vector.txt | 27 ++ data/genericexecutable_1.new_1Imagine | 11 + ...ecutablecompany_connected_with_company.txt | 37 +++ ..._executablecompany_connected_with_heap.txt | 16 + ..._executablecompany_connected_with_list.txt | 31 ++ ...ablecompany_connected_with_main_memory.txt | 21 ++ ...ecutablecompany_connected_with_project.txt | 11 + ...executablecompany_connected_with_stack.txt | 16 + ...xecutablecompany_connected_with_string.txt | 11 + ..._executablecompany_connected_with_tree.txt | 15 + ...tablecompany_connected_with_university.txt | 12 + ...ecutableproject_connected_with_company.txt | 16 + ..._executableproject_connected_with_heap.txt | 27 ++ ..._executableproject_connected_with_list.txt | 20 ++ ...ableproject_connected_with_main_memory.txt | 22 ++ ...ecutableproject_connected_with_project.txt | 11 + ...executableproject_connected_with_stack.txt | 20 ++ ...xecutableproject_connected_with_string.txt | 26 ++ ..._executableproject_connected_with_tree.txt | 16 + ...tableproject_connected_with_university.txt | 14 + ...xecutableproject_connected_with_vector.txt | 15 + ...tableuniversity_connected_with_company.txt | 8 + ...ecutableuniversity_connected_with_heap.txt | 16 + ...ecutableuniversity_connected_with_list.txt | 13 + ...euniversity_connected_with_main_memory.txt | 21 ++ ...tableuniversity_connected_with_project.txt | 14 + ...cutableuniversity_connected_with_stack.txt | 15 + ...utableuniversity_connected_with_string.txt | 16 + ...ecutableuniversity_connected_with_tree.txt | 46 +++ ...leuniversity_connected_with_university.txt | 9 + ...utableuniversity_connected_with_vector.txt | 46 +++ ...ith_a_executableAst_connected_with_Ast.txt | 14 + ..._executableAst_connected_with_Bytecode.txt | 12 + ...xecutableAst_connected_with_Parse_Tree.txt | 12 + ...h_a_executableAst_connected_with_Proof.txt | 12 + ...th_a_executableAst_connected_with_Term.txt | 12 + ...ith_a_executableAst_connected_with_Ast.txt | 13 + ..._executableAst_connected_with_Bytecode.txt | 11 + ...xecutableAst_connected_with_Parse_Tree.txt | 11 + ...h_a_executableAst_connected_with_Proof.txt | 13 + ...th_a_executableAst_connected_with_Term.txt | 13 + ...ith_a_executableAst_connected_with_Ast.txt | 14 + ..._executableAst_connected_with_Bytecode.txt | 14 + ...h_a_executableAst_connected_with_Proof.txt | 14 + ...th_a_executableAst_connected_with_Term.txt | 14 + ...grammar_1_2024-02-18T10:56:48-05:00_1.txt1 | 42 +++ ...f_folder_1_2024-02-19T05:13:33-05:00_1.txt | 94 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_10.txt | 119 ++++++++ ...folder_1_2024-02-19T05:13:33-05:00_100.txt | 57 ++++ ...folder_1_2024-02-19T05:13:33-05:00_101.txt | 62 ++++ ...folder_1_2024-02-19T05:13:33-05:00_102.txt | 52 ++++ ...folder_1_2024-02-19T05:13:33-05:00_103.txt | 65 ++++ ...folder_1_2024-02-19T05:13:33-05:00_104.txt | 72 +++++ ...folder_1_2024-02-19T05:13:33-05:00_105.txt | 51 ++++ ...folder_1_2024-02-19T05:13:33-05:00_106.txt | 55 ++++ ...folder_1_2024-02-19T05:13:33-05:00_107.txt | 69 +++++ ...folder_1_2024-02-19T05:13:33-05:00_108.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_109.txt | 49 +++ ..._folder_1_2024-02-19T05:13:33-05:00_11.txt | 56 ++++ ...folder_1_2024-02-19T05:13:33-05:00_110.txt | 77 +++++ ...folder_1_2024-02-19T05:13:33-05:00_111.txt | 51 ++++ ...folder_1_2024-02-19T05:13:33-05:00_112.txt | 66 +++++ ...folder_1_2024-02-19T05:13:33-05:00_113.txt | 45 +++ ...folder_1_2024-02-19T05:13:33-05:00_114.txt | 51 ++++ ...folder_1_2024-02-19T05:13:33-05:00_115.txt | 53 ++++ ...folder_1_2024-02-19T05:13:33-05:00_116.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_117.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_118.txt | 65 ++++ ...folder_1_2024-02-19T05:13:33-05:00_119.txt | 53 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_12.txt | 62 ++++ ...folder_1_2024-02-19T05:13:33-05:00_120.txt | 53 ++++ ...folder_1_2024-02-19T05:13:33-05:00_121.txt | 62 ++++ ...folder_1_2024-02-19T05:13:33-05:00_122.txt | 42 +++ ...folder_1_2024-02-19T05:13:33-05:00_123.txt | 242 +++++++++++++++ ...folder_1_2024-02-19T05:13:33-05:00_124.txt | 64 ++++ ...folder_1_2024-02-19T05:13:33-05:00_125.txt | 78 +++++ ...folder_1_2024-02-19T05:13:33-05:00_126.txt | 33 +++ ...folder_1_2024-02-19T05:13:33-05:00_127.txt | 64 ++++ ...folder_1_2024-02-19T05:13:33-05:00_128.txt | 63 ++++ ...folder_1_2024-02-19T05:13:33-05:00_129.txt | 49 +++ ..._folder_1_2024-02-19T05:13:33-05:00_13.txt | 55 ++++ ...folder_1_2024-02-19T05:13:33-05:00_130.txt | 80 +++++ ...folder_1_2024-02-19T05:13:33-05:00_131.txt | 84 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_132.txt | 32 ++ ...folder_1_2024-02-19T05:13:33-05:00_133.txt | 51 ++++ ...folder_1_2024-02-19T05:13:33-05:00_134.txt | 65 ++++ ...folder_1_2024-02-19T05:13:33-05:00_135.txt | 60 ++++ ...folder_1_2024-02-19T05:13:33-05:00_136.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_137.txt | 47 +++ ...folder_1_2024-02-19T05:13:33-05:00_138.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_139.txt | 78 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_14.txt | 89 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_140.txt | 57 ++++ ...folder_1_2024-02-19T05:13:33-05:00_141.txt | 101 +++++++ ...folder_1_2024-02-19T05:13:33-05:00_142.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_143.txt | 113 +++++++ ...folder_1_2024-02-19T05:13:33-05:00_144.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_145.txt | 74 +++++ ...folder_1_2024-02-19T05:13:33-05:00_146.txt | 82 +++++ ...folder_1_2024-02-19T05:13:33-05:00_147.txt | 45 +++ ...folder_1_2024-02-19T05:13:33-05:00_148.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_149.txt | 63 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_15.txt | 66 +++++ ...folder_1_2024-02-19T05:13:33-05:00_150.txt | 79 +++++ ...folder_1_2024-02-19T05:13:33-05:00_151.txt | 55 ++++ ...folder_1_2024-02-19T05:13:33-05:00_152.txt | 41 +++ ...folder_1_2024-02-19T05:13:33-05:00_153.txt | 78 +++++ ...folder_1_2024-02-19T05:13:33-05:00_154.txt | 69 +++++ ...folder_1_2024-02-19T05:13:33-05:00_155.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_156.txt | 109 +++++++ ...folder_1_2024-02-19T05:13:33-05:00_157.txt | 62 ++++ ...folder_1_2024-02-19T05:13:33-05:00_158.txt | 65 ++++ ...folder_1_2024-02-19T05:13:33-05:00_159.txt | 54 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_16.txt | 66 +++++ ...folder_1_2024-02-19T05:13:33-05:00_160.txt | 99 +++++++ ...folder_1_2024-02-19T05:13:33-05:00_161.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_162.txt | 49 +++ ...folder_1_2024-02-19T05:13:33-05:00_163.txt | 86 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_164.txt | 60 ++++ ...folder_1_2024-02-19T05:13:33-05:00_165.txt | 55 ++++ ...folder_1_2024-02-19T05:13:33-05:00_166.txt | 57 ++++ ...folder_1_2024-02-19T05:13:33-05:00_167.txt | 56 ++++ ...folder_1_2024-02-19T05:13:33-05:00_168.txt | 53 ++++ ...folder_1_2024-02-19T05:13:33-05:00_169.txt | 73 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_17.txt | 80 +++++ ...folder_1_2024-02-19T05:13:33-05:00_170.txt | 53 ++++ ...folder_1_2024-02-19T05:13:33-05:00_171.txt | 67 +++++ ...folder_1_2024-02-19T05:13:33-05:00_172.txt | 42 +++ ...folder_1_2024-02-19T05:13:33-05:00_173.txt | 43 +++ ...folder_1_2024-02-19T05:13:33-05:00_174.txt | 45 +++ ...folder_1_2024-02-19T05:13:33-05:00_175.txt | 51 ++++ ...folder_1_2024-02-19T05:13:33-05:00_176.txt | 38 +++ ...folder_1_2024-02-19T05:13:33-05:00_177.txt | 60 ++++ ...folder_1_2024-02-19T05:13:33-05:00_178.txt | 52 ++++ ...folder_1_2024-02-19T05:13:33-05:00_179.txt | 69 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_18.txt | 65 ++++ ...folder_1_2024-02-19T05:13:33-05:00_180.txt | 105 +++++++ ...folder_1_2024-02-19T05:13:33-05:00_181.txt | 85 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_182.txt | 89 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_183.txt | 57 ++++ ...folder_1_2024-02-19T05:13:33-05:00_184.txt | 62 ++++ ...folder_1_2024-02-19T05:13:33-05:00_185.txt | 61 ++++ ...folder_1_2024-02-19T05:13:33-05:00_186.txt | 61 ++++ ...folder_1_2024-02-19T05:13:33-05:00_187.txt | 55 ++++ ...folder_1_2024-02-19T05:13:33-05:00_188.txt | 49 +++ ...folder_1_2024-02-19T05:13:33-05:00_189.txt | 69 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_19.txt | 185 ++++++++++++ ...folder_1_2024-02-19T05:13:33-05:00_190.txt | 48 +++ ...folder_1_2024-02-19T05:13:33-05:00_191.txt | 57 ++++ ...folder_1_2024-02-19T05:13:33-05:00_192.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_193.txt | 80 +++++ ...folder_1_2024-02-19T05:13:33-05:00_194.txt | 50 ++++ ...folder_1_2024-02-19T05:13:33-05:00_195.txt | 59 ++++ ...folder_1_2024-02-19T05:13:33-05:00_196.txt | 89 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_197.txt | 47 +++ ...folder_1_2024-02-19T05:13:33-05:00_198.txt | 71 +++++ ...folder_1_2024-02-19T05:13:33-05:00_199.txt | 43 +++ ...f_folder_1_2024-02-19T05:13:33-05:00_2.txt | 66 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_20.txt | 54 ++++ ...folder_1_2024-02-19T05:13:33-05:00_200.txt | 63 ++++ ...folder_1_2024-02-19T05:13:33-05:00_201.txt | 93 ++++++ ...folder_1_2024-02-19T05:13:33-05:00_202.txt | 49 +++ ...folder_1_2024-02-19T05:13:33-05:00_203.txt | 63 ++++ ...folder_1_2024-02-19T05:13:33-05:00_204.txt | 44 +++ ..._folder_1_2024-02-19T05:13:33-05:00_21.txt | 98 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_22.txt | 65 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_23.txt | 49 +++ ..._folder_1_2024-02-19T05:13:33-05:00_24.txt | 53 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_25.txt | 71 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_26.txt | 71 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_27.txt | 73 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_28.txt | 65 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_29.txt | 88 ++++++ ...f_folder_1_2024-02-19T05:13:33-05:00_3.txt | 61 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_30.txt | 54 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_31.txt | 60 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_32.txt | 70 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_33.txt | 78 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_34.txt | 35 +++ ..._folder_1_2024-02-19T05:13:33-05:00_35.txt | 34 +++ ..._folder_1_2024-02-19T05:13:33-05:00_36.txt | 83 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_37.txt | 74 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_38.txt | 57 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_39.txt | 62 ++++ ...f_folder_1_2024-02-19T05:13:33-05:00_4.txt | 94 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_40.txt | 70 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_41.txt | 85 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_42.txt | 56 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_43.txt | 51 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_44.txt | 71 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_45.txt | 51 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_46.txt | 70 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_47.txt | 78 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_48.txt | 51 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_49.txt | 53 ++++ ...f_folder_1_2024-02-19T05:13:33-05:00_5.txt | 38 +++ ..._folder_1_2024-02-19T05:13:33-05:00_50.txt | 63 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_51.txt | 62 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_52.txt | 65 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_53.txt | 67 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_54.txt | 47 +++ ..._folder_1_2024-02-19T05:13:33-05:00_55.txt | 45 +++ ..._folder_1_2024-02-19T05:13:33-05:00_56.txt | 67 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_57.txt | 74 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_58.txt | 57 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_59.txt | 55 ++++ ...f_folder_1_2024-02-19T05:13:33-05:00_6.txt | 45 +++ ..._folder_1_2024-02-19T05:13:33-05:00_60.txt | 58 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_61.txt | 43 +++ ..._folder_1_2024-02-19T05:13:33-05:00_62.txt | 83 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_63.txt | 76 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_64.txt | 66 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_65.txt | 118 ++++++++ ..._folder_1_2024-02-19T05:13:33-05:00_66.txt | 49 +++ ..._folder_1_2024-02-19T05:13:33-05:00_67.txt | 79 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_68.txt | 57 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_69.txt | 41 +++ ...f_folder_1_2024-02-19T05:13:33-05:00_7.txt | 157 ++++++++++ ..._folder_1_2024-02-19T05:13:33-05:00_70.txt | 61 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_71.txt | 53 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_72.txt | 44 +++ ..._folder_1_2024-02-19T05:13:33-05:00_73.txt | 64 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_74.txt | 35 +++ ..._folder_1_2024-02-19T05:13:33-05:00_75.txt | 47 +++ ..._folder_1_2024-02-19T05:13:33-05:00_76.txt | 67 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_77.txt | 59 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_78.txt | 32 ++ ..._folder_1_2024-02-19T05:13:33-05:00_79.txt | 61 ++++ ...f_folder_1_2024-02-19T05:13:33-05:00_8.txt | 52 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_80.txt | 35 +++ ..._folder_1_2024-02-19T05:13:33-05:00_81.txt | 54 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_82.txt | 55 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_83.txt | 63 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_84.txt | 72 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_85.txt | 60 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_86.txt | 53 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_87.txt | 61 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_88.txt | 50 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_89.txt | 68 +++++ ...f_folder_1_2024-02-19T05:13:33-05:00_9.txt | 63 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_90.txt | 58 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_91.txt | 58 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_92.txt | 79 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_93.txt | 95 ++++++ ..._folder_1_2024-02-19T05:13:33-05:00_94.txt | 78 +++++ ..._folder_1_2024-02-19T05:13:33-05:00_95.txt | 60 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_96.txt | 61 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_97.txt | 41 +++ ..._folder_1_2024-02-19T05:13:33-05:00_98.txt | 60 ++++ ..._folder_1_2024-02-19T05:13:33-05:00_99.txt | 53 ++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_1.txt | 133 +++++++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_2.txt | 118 ++++++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_3.txt | 279 ++++++++++++++++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_4.txt | 116 ++++++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_5.txt | 119 ++++++++ ...egen3_ebnf_2024-02-19T06:09:16-05:00_6.txt | 141 +++++++++ ...egen3_ebnf_2024-02-19T06:11:30-05:00_1.txt | 114 +++++++ ...egen3_ebnf_2024-02-19T06:11:30-05:00_2.txt | 106 +++++++ ...egen3_ebnf_2024-02-19T06:11:30-05:00_3.txt | 128 ++++++++ ...egen3_ebnf_2024-02-19T06:11:30-05:00_4.txt | 109 +++++++ ...f_folder_1_2024-02-19T05:09:33-05:00_1.txt | 74 +++++ ...f_folder_1_2024-02-19T05:09:49-05:00_1.txt | 32 ++ ..._folder_1_2024-02-19T05:09:49-05:00_10.txt | 47 +++ ..._folder_1_2024-02-19T05:09:49-05:00_11.txt | 56 ++++ ..._folder_1_2024-02-19T05:09:49-05:00_12.txt | 73 +++++ ..._folder_1_2024-02-19T05:09:49-05:00_13.txt | 68 +++++ ..._folder_1_2024-02-19T05:09:49-05:00_14.txt | 49 +++ ..._folder_1_2024-02-19T05:09:49-05:00_15.txt | 80 +++++ ..._folder_1_2024-02-19T05:09:49-05:00_16.txt | 111 +++++++ ..._folder_1_2024-02-19T05:09:49-05:00_17.txt | 54 ++++ ...f_folder_1_2024-02-19T05:09:49-05:00_2.txt | 35 +++ ...f_folder_1_2024-02-19T05:09:49-05:00_3.txt | 65 ++++ ...f_folder_1_2024-02-19T05:09:49-05:00_4.txt | 49 +++ ...f_folder_1_2024-02-19T05:09:49-05:00_5.txt | 59 ++++ ...f_folder_1_2024-02-19T05:09:49-05:00_6.txt | 45 +++ ...f_folder_1_2024-02-19T05:09:49-05:00_7.txt | 106 +++++++ ...f_folder_1_2024-02-19T05:09:49-05:00_8.txt | 58 ++++ ...f_folder_1_2024-02-19T05:09:49-05:00_9.txt | 95 ++++++ .../grammar_1_2024-02-17T09:20:58-05:00_1.txt | 29 ++ ...mpt_grammar2_2024-02-17T08:09:55-05:00.txt | 238 +++++++++++++++ ...mpt_grammar2_2024-02-17T08:10:38-05:00.txt | 238 +++++++++++++++ ...mpt_grammar2_2024-02-17T08:13:40-05:00.txt | 238 +++++++++++++++ data/quine_bootstrap_1.new_1 | 16 + data/quine_bootstrap_1.new_10 | 18 ++ data/quine_bootstrap_1.new_1analyseset | 35 +++ data/quine_bootstrap_1.new_1analysesort | 30 ++ data/quine_bootstrap_1.new_1analysetype | 25 ++ data/quine_bootstrap_1.new_1codeset | 18 ++ data/quine_bootstrap_1.new_1codesort | 33 +++ data/quine_bootstrap_1.new_1codetype | 27 ++ data/quine_bootstrap_1.new_1considerset | 17 ++ data/quine_bootstrap_1.new_1considersort | 18 ++ data/quine_bootstrap_1.new_1considertype | 16 + data/quine_bootstrap_1.new_1designset | 31 ++ data/quine_bootstrap_1.new_1designsort | 14 + data/quine_bootstrap_1.new_1designtype | 16 + data/quine_bootstrap_1.new_1encodeset | 43 +++ data/quine_bootstrap_1.new_1encodesort | 20 ++ data/quine_bootstrap_1.new_1encodetype | 19 ++ data/quine_bootstrap_1.new_1learnset | 13 + data/quine_bootstrap_1.new_1learnsort | 25 ++ data/quine_bootstrap_1.new_1learntype | 18 ++ data/quine_bootstrap_1.new_1liftset | 17 ++ data/quine_bootstrap_1.new_1liftsort | 16 + data/quine_bootstrap_1.new_1lifttype | 17 ++ data/quine_bootstrap_1.new_1meta-quoteset | 17 ++ data/quine_bootstrap_1.new_1meta-quotetype | 15 + data/quine_bootstrap_1.new_1programset | 39 +++ data/quine_bootstrap_1.new_1programsort | 18 ++ data/quine_bootstrap_1.new_1programtype | 14 + data/quine_bootstrap_1.new_1proveset | 33 +++ data/quine_bootstrap_1.new_1provesort | 16 + data/quine_bootstrap_1.new_1provetype | 15 + ...-coq-metacoq-introspector-bootstrap-actset | 27 ++ ...coq-metacoq-introspector-bootstrap-acttype | 19 ++ ...q-metacoq-introspector-bootstrap-decideset | 20 ++ ...-metacoq-introspector-bootstrap-decidetype | 51 ++++ ...-metacoq-introspector-bootstrap-observeset | 53 ++++ ...metacoq-introspector-bootstrap-observesort | 27 ++ ...metacoq-introspector-bootstrap-observetype | 48 +++ ...q-metacoq-introspector-bootstrap-orientset | 15 + ...-metacoq-introspector-bootstrap-orientsort | 39 +++ ...-metacoq-introspector-bootstrap-orienttype | 37 +++ ...caml-coq-metacoq-introspector-bootstrapset | 27 ++ ...aml-coq-metacoq-introspector-bootstrapsort | 98 ++++++ ...aml-coq-metacoq-introspector-bootstraptype | 17 ++ ...quote-in-ocaml-coq-metacoq-introspectorset | 65 ++++ ...uote-in-ocaml-coq-metacoq-introspectorsort | 44 +++ ...uote-in-ocaml-coq-metacoq-introspectortype | 42 +++ ...1quasi-quine-quote-in-ocaml-coq-metacoqset | 54 ++++ ...quasi-quine-quote-in-ocaml-coq-metacoqsort | 66 +++++ ...quasi-quine-quote-in-ocaml-coq-metacoqtype | 67 +++++ ...strap_1.new_1quasi-quine-quote-in-ocamlset | 32 ++ ...trap_1.new_1quasi-quine-quote-in-ocamlsort | 56 ++++ ...trap_1.new_1quasi-quine-quote-in-ocamltype | 71 +++++ ...uine_bootstrap_1.new_1quasi-quine-quoteset | 11 + ...ine_bootstrap_1.new_1quasi-quine-quotesort | 10 + ...ine_bootstrap_1.new_1quasi-quine-quotetype | 16 + data/quine_bootstrap_1.new_1quasi-quoteset | 14 + data/quine_bootstrap_1.new_1quasi-quotesort | 17 ++ data/quine_bootstrap_1.new_1quasi-quotetype | 12 + data/quine_bootstrap_1.new_1quoteset | 15 + data/quine_bootstrap_1.new_1quotesort | 18 ++ data/quine_bootstrap_1.new_1quotetype | 15 + data/quine_bootstrap_1.new_1semioticallyset | 16 + data/quine_bootstrap_1.new_1semioticallysort | 18 ++ data/quine_bootstrap_1.new_1semioticallytype | 13 + data/quine_bootstrap_1.new_1shiftset | 16 + data/quine_bootstrap_1.new_1shiftsort | 18 ++ data/quine_bootstrap_1.new_1shifttype | 18 ++ data/quine_bootstrap_1.new_1specifyset | 26 ++ data/quine_bootstrap_1.new_1specifysort | 15 + data/quine_bootstrap_1.new_1specifytype | 21 ++ data/quine_bootstrap_1.new_1spliceset | 18 ++ data/quine_bootstrap_1.new_1splicesort | 15 + data/quine_bootstrap_1.new_1splicetype | 19 ++ data/quine_bootstrap_1.new_1teachset | 33 +++ data/quine_bootstrap_1.new_1teachsort | 15 + data/quine_bootstrap_1.new_1teachtype | 21 ++ data/quine_bootstrap_1.new_1trainset | 35 +++ data/quine_bootstrap_1.new_1trainsort | 15 + data/quine_bootstrap_1.new_1traintype | 16 + data/quine_bootstrap_1.new_2 | 15 + data/quine_bootstrap_1.new_3 | 14 + data/quine_bootstrap_1.new_4 | 27 ++ data/quine_bootstrap_1.new_5 | 15 + data/quine_bootstrap_1.new_6 | 18 ++ data/quine_bootstrap_1.new_7 | 19 ++ data/quine_bootstrap_1.new_8 | 25 ++ data/quine_bootstrap_1.new_9 | 17 ++ data/quine_bootstrap_1.out | 7 + data/quine_bootstrap_1out_1 | 7 + data/quine_bootstrap_1out_10 | 9 + data/quine_bootstrap_1out_2 | 9 + data/quine_bootstrap_1out_3 | 7 + data/quine_bootstrap_1out_4 | 18 ++ data/quine_bootstrap_1out_5 | 7 + data/quine_bootstrap_1out_6 | 13 + data/quine_bootstrap_1out_7 | 7 + data/quine_bootstrap_1out_8 | 7 + data/quine_bootstrap_1out_9 | 12 + ...otstrap_introspector_1.new_1analyseset.txt | 18 ++ ...tstrap_introspector_1.new_1analysesort.txt | 17 ++ ...tstrap_introspector_1.new_1analysetype.txt | 19 ++ ..._bootstrap_introspector_1.new_1codeset.txt | 30 ++ ...bootstrap_introspector_1.new_1codesort.txt | 40 +++ ...bootstrap_introspector_1.new_1codetype.txt | 15 + ...tstrap_introspector_1.new_1considerset.txt | 21 ++ ...strap_introspector_1.new_1considersort.txt | 19 ++ ...strap_introspector_1.new_1considertype.txt | 14 + ...ootstrap_introspector_1.new_1designset.txt | 18 ++ ...otstrap_introspector_1.new_1designsort.txt | 17 ++ ...otstrap_introspector_1.new_1designtype.txt | 16 + ...ootstrap_introspector_1.new_1encodeset.txt | 24 ++ ...otstrap_introspector_1.new_1encodesort.txt | 16 + ...otstrap_introspector_1.new_1encodetype.txt | 16 + ...bootstrap_introspector_1.new_1learnset.txt | 18 ++ ...ootstrap_introspector_1.new_1learnsort.txt | 17 ++ ...ootstrap_introspector_1.new_1learntype.txt | 18 ++ ..._bootstrap_introspector_1.new_1liftset.txt | 15 + ...bootstrap_introspector_1.new_1liftsort.txt | 16 + ...bootstrap_introspector_1.new_1lifttype.txt | 20 ++ ...trap_introspector_1.new_1meta-quoteset.txt | 12 + ...rap_introspector_1.new_1meta-quotesort.txt | 13 + ...rap_introspector_1.new_1meta-quotetype.txt | 15 + ...otstrap_introspector_1.new_1programset.txt | 19 ++ ...tstrap_introspector_1.new_1programsort.txt | 34 +++ ...tstrap_introspector_1.new_1programtype.txt | 17 ++ ...bootstrap_introspector_1.new_1proveset.txt | 24 ++ ...ootstrap_introspector_1.new_1provesort.txt | 34 +++ ...ootstrap_introspector_1.new_1provetype.txt | 19 ++ ...-metacoq-introspector-bootstrap-actset.txt | 38 +++ ...metacoq-introspector-bootstrap-actsort.txt | 14 + ...metacoq-introspector-bootstrap-acttype.txt | 16 + ...tacoq-introspector-bootstrap-decideset.txt | 83 ++++++ ...acoq-introspector-bootstrap-decidesort.txt | 33 +++ ...acoq-introspector-bootstrap-decidetype.txt | 64 ++++ ...acoq-introspector-bootstrap-observeset.txt | 26 ++ ...coq-introspector-bootstrap-observesort.txt | 16 + ...coq-introspector-bootstrap-observetype.txt | 70 +++++ ...tacoq-introspector-bootstrap-orientset.txt | 21 ++ ...acoq-introspector-bootstrap-orientsort.txt | 55 ++++ ...acoq-introspector-bootstrap-orienttype.txt | 50 ++++ ...-coq-metacoq-introspector-bootstrapset.txt | 23 ++ ...coq-metacoq-introspector-bootstrapsort.txt | 22 ++ ...coq-metacoq-introspector-bootstraptype.txt | 105 +++++++ ...e-in-ocaml-coq-metacoq-introspectorset.txt | 23 ++ ...-in-ocaml-coq-metacoq-introspectorsort.txt | 78 +++++ ...-in-ocaml-coq-metacoq-introspectortype.txt | 57 ++++ ...si-quine-quote-in-ocaml-coq-metacoqset.txt | 16 + ...i-quine-quote-in-ocaml-coq-metacoqsort.txt | 45 +++ ...i-quine-quote-in-ocaml-coq-metacoqtype.txt | 37 +++ ...r_1.new_1quasi-quine-quote-in-ocamlset.txt | 26 ++ ..._1.new_1quasi-quine-quote-in-ocamlsort.txt | 38 +++ ..._1.new_1quasi-quine-quote-in-ocamltype.txt | 57 ++++ ...trospector_1.new_1quasi-quine-quoteset.txt | 9 + ...rospector_1.new_1quasi-quine-quotesort.txt | 52 ++++ ...rospector_1.new_1quasi-quine-quotetype.txt | 16 + ...rap_introspector_1.new_1quasi-quoteset.txt | 14 + ...ap_introspector_1.new_1quasi-quotesort.txt | 33 +++ ...ap_introspector_1.new_1quasi-quotetype.txt | 16 + ...bootstrap_introspector_1.new_1quoteset.txt | 18 ++ ...ootstrap_introspector_1.new_1quotesort.txt | 15 + ...ootstrap_introspector_1.new_1quotetype.txt | 14 + ...ap_introspector_1.new_1semioticallyset.txt | 18 ++ ...p_introspector_1.new_1semioticallysort.txt | 16 + ...p_introspector_1.new_1semioticallytype.txt | 15 + ...bootstrap_introspector_1.new_1shiftset.txt | 30 ++ ...ootstrap_introspector_1.new_1shiftsort.txt | 17 ++ ...ootstrap_introspector_1.new_1shifttype.txt | 16 + ...otstrap_introspector_1.new_1specifyset.txt | 18 ++ ...tstrap_introspector_1.new_1specifysort.txt | 18 ++ ...tstrap_introspector_1.new_1specifytype.txt | 15 + ...ootstrap_introspector_1.new_1spliceset.txt | 29 ++ ...otstrap_introspector_1.new_1splicesort.txt | 16 + ...otstrap_introspector_1.new_1splicetype.txt | 21 ++ ...bootstrap_introspector_1.new_1teachset.txt | 18 ++ ...ootstrap_introspector_1.new_1teachsort.txt | 15 + ...ootstrap_introspector_1.new_1teachtype.txt | 16 + ...bootstrap_introspector_1.new_1trainset.txt | 18 ++ ...ootstrap_introspector_1.new_1trainsort.txt | 14 + ...ootstrap_introspector_1.new_1traintype.txt | 16 + ...otstrap_introspector_1.new_2analyseset.txt | 15 + ...tstrap_introspector_1.new_2analysetype.txt | 15 + ..._bootstrap_introspector_1.new_2codeset.txt | 18 ++ ...bootstrap_introspector_1.new_2codesort.txt | 19 ++ ...bootstrap_introspector_1.new_2codetype.txt | 18 ++ ...tstrap_introspector_1.new_2considerset.txt | 16 + ...strap_introspector_1.new_2considersort.txt | 18 ++ ...strap_introspector_1.new_2considertype.txt | 15 + ...ootstrap_introspector_1.new_2designset.txt | 33 +++ ...otstrap_introspector_1.new_2designtype.txt | 15 + ...ootstrap_introspector_1.new_2encodeset.txt | 20 ++ ...otstrap_introspector_1.new_2encodesort.txt | 59 ++++ ...otstrap_introspector_1.new_2encodetype.txt | 20 ++ ...bootstrap_introspector_1.new_2learnset.txt | 18 ++ ...ootstrap_introspector_1.new_2learnsort.txt | 20 ++ ...ootstrap_introspector_1.new_2learntype.txt | 16 + ..._bootstrap_introspector_1.new_2liftset.txt | 17 ++ ...bootstrap_introspector_1.new_2lifttype.txt | 27 ++ ...trap_introspector_1.new_2meta-quoteset.txt | 16 + ...rap_introspector_1.new_2meta-quotetype.txt | 15 + ...otstrap_introspector_1.new_2programset.txt | 18 ++ ...tstrap_introspector_1.new_2programtype.txt | 24 ++ ...bootstrap_introspector_1.new_2proveset.txt | 16 + ...ootstrap_introspector_1.new_2provetype.txt | 19 ++ ...-metacoq-introspector-bootstrap-actset.txt | 78 +++++ ...metacoq-introspector-bootstrap-acttype.txt | 77 +++++ ...tacoq-introspector-bootstrap-decideset.txt | 18 ++ ...acoq-introspector-bootstrap-decidetype.txt | 89 ++++++ ...acoq-introspector-bootstrap-observeset.txt | 50 ++++ ...coq-introspector-bootstrap-observetype.txt | 36 +++ ...tacoq-introspector-bootstrap-orientset.txt | 25 ++ ...acoq-introspector-bootstrap-orienttype.txt | 30 ++ ...-coq-metacoq-introspector-bootstrapset.txt | 21 ++ ...coq-metacoq-introspector-bootstraptype.txt | 15 + ...e-in-ocaml-coq-metacoq-introspectorset.txt | 23 ++ ...-in-ocaml-coq-metacoq-introspectortype.txt | 28 ++ ...si-quine-quote-in-ocaml-coq-metacoqset.txt | 53 ++++ ...i-quine-quote-in-ocaml-coq-metacoqtype.txt | 51 ++++ ...r_1.new_2quasi-quine-quote-in-ocamlset.txt | 25 ++ ..._1.new_2quasi-quine-quote-in-ocamltype.txt | 28 ++ ...trospector_1.new_2quasi-quine-quoteset.txt | 33 +++ ...rospector_1.new_2quasi-quine-quotetype.txt | 36 +++ ...rap_introspector_1.new_2quasi-quoteset.txt | 14 + ...ap_introspector_1.new_2quasi-quotetype.txt | 15 + ...bootstrap_introspector_1.new_2quoteset.txt | 14 + ...ootstrap_introspector_1.new_2quotetype.txt | 15 + ...ap_introspector_1.new_2semioticallyset.txt | 37 +++ ...p_introspector_1.new_2semioticallysort.txt | 31 ++ ...p_introspector_1.new_2semioticallytype.txt | 17 ++ ...bootstrap_introspector_1.new_2shiftset.txt | 15 + ...ootstrap_introspector_1.new_2shifttype.txt | 17 ++ ...otstrap_introspector_1.new_2specifyset.txt | 15 + ...tstrap_introspector_1.new_2specifysort.txt | 22 ++ ...tstrap_introspector_1.new_2specifytype.txt | 18 ++ ...ootstrap_introspector_1.new_2spliceset.txt | 19 ++ ...otstrap_introspector_1.new_2splicetype.txt | 17 ++ ...bootstrap_introspector_1.new_2teachset.txt | 18 ++ ...ootstrap_introspector_1.new_2teachsort.txt | 18 ++ ...ootstrap_introspector_1.new_2teachtype.txt | 23 ++ ...bootstrap_introspector_1.new_2trainset.txt | 24 ++ ...ootstrap_introspector_1.new_2trainsort.txt | 19 ++ ...ootstrap_introspector_1.new_2traintype.txt | 17 ++ data/recurse1.out | 0 data/recurse1.txt | 0 data/recurse2.txt | 175 +++++++++++ data/recurse3.txt | 49 +++ data/test1_1.out | 7 + data/test1_2.out | 7 + data/test1_3.out | 7 + data/test1_4.out | 15 + data/test2_1.out | 16 + data/test2_2.out | 12 + data/test2_3.out | 12 + data/test2_4.out | 14 + data/test3_1.out | 13 + data/test3_2.out | 12 + data/test3_3.out | 13 + data/test3_4.out | 13 + data/test4_1.out | 22 ++ data/test4_2.out | 19 ++ data/test4_3.out | 18 ++ data/test4_4.out | 18 ++ data/tt.c | 1 + grammars/ebnf.ebnf | 18 +- 1646 files changed, 155724 insertions(+), 9 deletions(-) create mode 100644 data/_1.out create mode 100644 data/_1.txt create mode 100644 data/_2.txt create mode 100644 data/clang2_1.out create mode 100644 data/clang2_2.out create mode 100644 data/clang2_3.out create mode 100644 data/clang2_4.out create mode 100644 data/clang_1.out create mode 100644 data/clang_2.out create mode 100644 data/clang_3.out 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b/data/_1.txt new file mode 100644 index 0000000..909a046 --- /dev/null +++ b/data/_1.txt @@ -0,0 +1,32 @@ + +#+begin_src input +Please rewrite the following to be more beautiful. +please answer only in the following grammar. + +BEGIN +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator +root ::= ( S rule S ) * +END +#+end_src +#+begin_src output mistral + Result: + +BEAUTIFUL BEGIN +Definitions: +Terminal ::= SingleQuote Character SingleQuote ( Character SingleQuote )* SingleQuote +Terminator ::= ";" | "." +Term ::= Group | List | Object | Terminal | Identifier +Group ::= "(" S Rule Rhs S ")" +List ::= "[" S Rule Rhs S "]" +Object ::= "{" S Rule Rhs S "}" +TerminalToken ::= SingleQuote Character SingleQuote +Character ::= Any valid +#+end_src diff --git a/data/_2.txt b/data/_2.txt new file mode 100644 index 0000000..b54e9ab --- /dev/null +++ b/data/_2.txt @@ -0,0 +1,30 @@ + +#+begin_src input +Please rewrite the following to be more beautiful. +please answer only in the following grammar. + +BEGIN +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator +root ::= ( S rule S ) * +END +#+end_src +#+begin_src output mistral + Result: + +BEGINSomewhatPoeticVersion + +terminal ::= A delightful quivering "'" adorned with character, followed by another charming "'". +(Character after character may gracefully nestle between them.) +terminator ::= The gentle semicolon or the silent dot. +term ::= With a tender embrace, open parentheses ( S cradles rhs, fondly enfolded within its loving arms, +S ) closes with a cherished kiss. Brackets [ and ] whisper their affectionate greetings and farewells, +while curly br +#+end_src diff --git a/data/clang2_1.out b/data/clang2_1.out new file mode 100644 index 0000000..f4aa3b4 --- /dev/null +++ b/data/clang2_1.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? please create .c language declarations. +#+end_src +#+begin_src output mistral + Result: int UniverseType0_TagNumber_ticTocUniverseOfUniverseOfUniverses_ticTocUniverseOfUniverses_ticTocUniverse_PointInSpaceAndTime_MassEnergyDistribution_ChargeDensity_MagneticFieldStrength_Temperature_Pressure_Velocity_Acceleration_RotationRate_Shape_Size_Complexity_ConsciousnessLevel_Type0_Universe_ticTocUniverseOfUniverses_ticTocUniverse_PointInSpaceAndTime_MassEnergyDistribution_ChargeD +#+end_src diff --git a/data/clang2_2.out b/data/clang2_2.out new file mode 100644 index 0000000..bca2a90 --- /dev/null +++ b/data/clang2_2.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? please create .c language declarations. +#+end_src +#+begin_src output mistral + Result: int Universe_t_BaseTypeID_UNIVERSE_BASE_TYPE_ID_UNDEFINED_INT_TYPE_ID_UNIVERSE_BASIC_TYPES_0_UNIVERSE_T_BASETYPEID_H_UNIVERSE_T_BASETYPEID_STRUCT_TAG_UNIVERSE_T_BaseTypeID_t_UNIVERSE_T_BASETYPEID_UNDEFINED_INT_TYPE_ID_UNIVERSE_BASIC_TYPES_1_UNIVERSE_Cosmos_t_UNIVERSE +#+end_src diff --git a/data/clang2_3.out b/data/clang2_3.out new file mode 100644 index 0000000..eac0a46 --- /dev/null +++ b/data/clang2_3.out @@ -0,0 +1,12 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? please create .c language declarations. +#+end_src +#+begin_src output mistral + Result: int Main(){TypeAunaunauniverse = 0;//primordial unmanifested universe +IntUniverse = 1;//physical universe with space and time +FloatingPointUniverses = 2;//multiverse of universes each with their own set of space and time +ComplexUniverses = 3;//hierarchy of multiverses, each with its own set of universes +IntMultiverseOfMultiverses = 4;//infinite regress of multiverses +FloatingPointMultiverseOfMultiverses = 5 +#+end_src diff --git a/data/clang2_4.out b/data/clang2_4.out new file mode 100644 index 0000000..19bb467 --- /dev/null +++ b/data/clang2_4.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? please create .c language declarations. +#+end_src +#+begin_src output mistral + Result: int UniverseType1D_t_field1_type1D_t_value1D_size_t_data1D_t_universe1D_name_char_t_universe1D_description_char_t_nextUniverseType_UniverseTypeXD_t_or_NULL_t_data1D_t_universe1D_type1D_array_UniverseType1D_t_count_size_t_universeCount_t_data1D_t_universeOfUniverses1D_name_char_t +#+end_src diff --git a/data/clang_1.out b/data/clang_1.out new file mode 100644 index 0000000..3336a78 --- /dev/null +++ b/data/clang_1.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? +#+end_src +#+begin_src output mistral + Result: int onepossibleorderingcouldbeasfollows(int hedgingthebetsslightlyIwillallowforanarbitrarynumberofuniversesofuniversesandsoonuptoaninfinitedepthofhierarchyifneeded){}int UniverseType0_BaseLevel(){/*descriptionofbaseleveluniversegoeshere*/}int UniverseType1_FirstLevelUniverses(){/*descriptionoffirstleveluniversesgoeshere*/}int UniverseType2_SecondLevelUniversesOfUniverses(){/*descriptionofsecondleveluniversesofuniversesgoeshere*/}int +#+end_src diff --git a/data/clang_2.out b/data/clang_2.out new file mode 100644 index 0000000..8579019 --- /dev/null +++ b/data/clang_2.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? +#+end_src +#+begin_src output mistral + Result: int onepossibleorderingcouldbeasfollows(int increasinglevelofcomplexityorabstraction){it1FirstOrderUniversedescribingbasicphysicalpropertiesandinteractionsbetweenobjectsintheuniverse (easilyobservablephenomena, lawsofmotion, etc);it2SecondOrderUniversedescribingpatternsinthedatafromthefirstorderuniverseandrelatingthemtohigherlevelconcepts (emergencetraits, systemsthinking, etc);it3ThirdOrderUniversedescribingstructuresand +#+end_src diff --git a/data/clang_3.out b/data/clang_3.out new file mode 100644 index 0000000..d98c003 --- /dev/null +++ b/data/clang_3.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? +#+end_src +#+begin_src output mistral + Result: int roduceingthisquestionmaybethedesiretoposeaDeepMindstylehierarchyofcomplexityonthecosmositselforonthedescriptionsoftheuniverseanduniversesofuniverses(int senseofinformationtheoryorcomputationalthoughnotnecessarilythatlimitationsonresourcesandtimewouldbeobservedintheprocessofdescribingthem){TheCosmicHierarchyofComplexityperhapsisacoolnameforthisconceptualframeworkifitexistsatallorhasaninterestingsimplificationoftheproblemofcosmic +#+end_src diff --git a/data/clang_4.out b/data/clang_4.out new file mode 100644 index 0000000..205cae9 --- /dev/null +++ b/data/clang_4.out @@ -0,0 +1,7 @@ + +#+begin_src input +consider a consecutive series of types to describe the universe and universe of universes, what is your ordering? +#+end_src +#+begin_src output mistral + Result: int rootedinaparticularcosmologyorontologicaltheoryIwillprovideasingleexampleofahierarchicalorderingoftypesfordescriptivepurposesonly(float left){tableborder = 1;cellspacing = 0;cellpadding = 5;width = 700;textalign = center;trbgcolor = white;tdbgcolor = lightgray;trhoverbgcolor = silver;style = font-size;fontfamily = arial;fontweight = bold;textdecoration = underline;aimgsrcset = url +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T13:39:46-05:00_1.txt b/data/dungeon/sim_dungeon_1_2024-02-18T13:39:46-05:00_1.txt new file mode 100644 index 0000000..8ef3eab --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T13:39:46-05:00_1.txt @@ -0,0 +1,130 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the hacker game dungeon using your knowledge. Imagine the 8 levels of the world from physical to spirirtual. Write the grammar in EBNF notation. We will start with path through the quasifibers of asts starting at the physcail and going all the way to the spiritual and back. Create a multi-dimensional grammar. + +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help you craft a grammar for generating prompts for your high-tech code-based hacking game! Here is a possible EBNF notation for a multi-dimensional grammar that describes the eight levels of the world from physical to spiritual: +```css + ::= | + + ::= { } + + ::= "You enter a room with ." + { } + { } + { } + { } + + ::= "You walk along a corridor that leads to" + "." + + ::= | | + + ::= "." + { } + + ::= "." + { } + + ::= "." + { } + + ::= { } + + ::= "There is a(n) that can be used" + { } + { } + "." + + ::= " greets you and offers" + { } + { } + "." + + ::= " blocks your way!" + { } + { } + "." + + ::= "A door to the" { } "leads out of the room." + + ::= "north" | "south" | "east" | "west" + + ::= "dimly lit" | "cluttered" | "spacious" | "magical" + + ::= "room" | "cave" | "laboratory" | "server room" + + ::= "keycard" | "wand" | "backpack" | "smartphone" + + ::= "capacity: " | "color: " + | "material: " + + ::= "to unlock doors" | "to cast spells" | "to store items" + + ::= "guard" | "hacker" | "wizard" | "alien" + + ::= "I will let you pass if you show me your ID." + | "I have a quest for you. Find me a rare gemstone." + | "Beware of the monster in the next room." + + ::= "Here is your reward: " + | "Good job! You have completed my quest." + + ::= "laser grid" | "firewall" | "magic barrier" + + ::= "strength: " | "speed: " + | "intelligence: " + + ::= "to disable with a bypass tool" + | "to penetrate with a hacking tool" + | "to overcome with a magic spell" + + ::= "a shimmering light" | "a spectral figure" + | "a cosmic entity" + + ::= "a thought form" | "a memory fragment" + | "an archetype" + + ::= "a divine being" | "a spiritual guide" + | "a cosmic consciousness" +``` +This grammar can generate a wide variety of game dungeons, from physical levels with rooms, objects, NPCs, challenges, and exits, to metaphysical levels with astral, mental, and spiritual entities. The grammar is designed to be modular, so you can easily add or remove elements as needed. You can also customize the grammar by defining your own lexicon of adjectives, nouns, object properties, object actions, NPC dialogues, NPC quests, challenge properties, and challenge actions. + +I hope this helps you get started with generating prompts for your hacker game dungeon! Let me know if you have any questions or need further assistance. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_1.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_1.txt new file mode 100644 index 0000000..3105a90 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_1.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" "a" + ::= "path" "from" "to" ("with" ) ? + ::= + ::= + ::= | + ::= "a" ("in" ) ? + ::= "treasure" ("in" ) ? + ::= "an exit" ("from" ) ? + ::= ("," ) * + ::= | + ::= | | + ::= "trap" + ::= "puzzle" + ::= +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at the final destination. The path is described in terms of its start and end locations, as well as any features along the way (such as challenges or treasures). The challenge description specifies a particular challenge or obstacle that must be overcome, while the treasure description specifies some valuable reward to be found. Finally, the exit description indicates where the path leads to. + +This grammar can be used with a language model or other generative system to generate prompts for creating dungeons in a fantasy role-playing game. The generated prompts can then be used as input to a dungeon generator or other creative tool to produce a unique and exciting dungeon experience. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_10.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_10.txt new file mode 100644 index 0000000..9221949 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_10.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_prompt ::= "Imagine", "\n", +"a path from the entrance to the end of the dungeon, passing through:", +path\_element, *( ", ", path\_element ) + +path\_element ::= room, *( "connected with", room ) + +room ::= type\_name, "with a", type\_name2, +"in", place1, *( "connected with", place2 ) + +type\_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +type\_name2 ::= "description" | "image" + +place1 ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" + +place2 ::= place1 | "a", type\_name, "of", place1 + +The grammar defines a dungeon prompt as an imaginary path from the entrance to the end of the dungeon, where each path element is a room with a specific type and description. Each room can be connected to other rooms through different places. The grammar allows for variations in the types, descriptions, and connections within the dungeon. + +Note that this is just one possible example of an EBNF grammar for generating prompts for a dungeon generator. Other grammars may be more suitable depending on the specific requirements of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_100.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_100.txt new file mode 100644 index 0000000..eb311a4 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_100.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= [room | hallway | corridor] ("to" [room | hallway | corridor])* + +room ::= "the entrance room" | "a treasure room" | "a monster lair" | ... + +hallway ::= "a long hallway" | "a narrow passage" | "a winding corridor" | ... + +corridor ::= "a dead-end corridor" | "a secret passage" | "a hidden tunnel" | ... + +This grammar defines a path as a sequence of one or more rooms, hallways, or corridors, where each room, hallway, or corridor is connected to the next with the word "to". The grammar also includes definitions for different types of rooms, hallways, and corridors that could be used in a dungeon. This grammar can be expanded to include other elements such as traps, puzzles, and NPCs. + +It's important to note that this is just an example and it can be adjusted according to the specific needs of your project. The grammar can be used to generate prompts by selecting a random production for each non-terminal in the path, room, hallway and corridor rules, and then concatenating the resulting strings together with appropriate separators (e.g. "to"). + +For example, using this grammar, we could generate the following prompt: + +path: +a long hallway to a treasure room to a monster lair to a dead-end corridor + +This prompt could then be used as input for a language model or a text generation algorithm to produce a description of the path. + +It's also worth noting that this grammar is quite simple, and it can be expanded to include more complexity by adding new rules or non-terminals, such as traps, puzzles, NPCs, etc. + +Please let me know if you have any question or need further help. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_101.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_101.txt new file mode 100644 index 0000000..c14a958 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_101.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss + ::= | | | + + ::= "Imagine a path from" "to" + | "Consider a path connecting" "and" + | "Draw a map of the dungeon showing the path from" "to" + + ::= "Imagine a room with" + | "Consider a room with" + | "Paint a picture of a room with" + + ::= "Imagine a treasure in" + | "Consider a treasure hidden in" + | "Compose a riddle to find the treasure located in" + + ::= "Imagine a monster guarding" + | "Consider a monster lurking in" + | "Balance the difficulty of a encounter with a monster in" + + ::= + + ::= + + ::= | | + + ::= "" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" + | "drama" | "music" | "art" | "secrets" | "occult" + | "reveal" | "hero journey" + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" | "the room" + | "the hallway" | "the chest" | "the bag" | "the wallet" + | "the vault" | "the keep" | "the hideout" | "platos cave" + | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar defines a dungeon as a combination of paths, rooms, treasures, and monsters. Each of these elements can be further specified using various verbs (imagine, consider, draw, compose, balance) and additional details (location, description, type). The `` non-terminal represents any location within the dungeon, such as a room or a path, while the `` non-terminal lists different types of objects that can be found in the dungeon. This grammar is just an example and it can be expanded or modified to fit specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_102.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_102.txt new file mode 100644 index 0000000..b4b8ffb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_102.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```rust +path ::= (room | hallway | treasure_chest) ([and] room | hallway | treasure_chest)*; + +room ::= "the" [adjective] "room"; + +hallway ::= "the" [adjective] "hallway"; + +treasure_chest ::= "a treasure chest"; + +adjective ::= ( "dark" | "dimly lit" | "lit by torches" ); +``` +This grammar allows for a path to consist of one or more rooms, hallways, and/or treasure chests, separated by the word "and". Each room and hallway can optionally have an adjective modifying it. A treasure chest is simply a chest that contains treasure. + +Using this grammar, here are some examples of prompts that could be generated: + +* The entrance hall and the guard's quarters and the throne room. +* The dimly lit hallway and the library and a treasure chest. +* The room with a strange symbol on the wall and a dark hallway and the dragon's lair. + +This is just one possible grammar for generating prompts for creating a path through a dungeon, and it can be modified or expanded as needed to suit the specific requirements of the project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_103.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_103.txt new file mode 100644 index 0000000..1e5af7f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_103.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "in" place "connected with" place2 "," try_n "variants" "of" verb +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +place2 -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-runner" | "meta-program" | "run" +try_n -> +``` +In this grammar, `prompt` is the starting non-terminal and represents a single prompt that can be used to generate a variant of a specific type in a specific place. The `type_name`, `place`, `place2`, and `verb` non-terminals represent different elements that can be combined to form a prompt, while `try_n` is an integer value representing the number of variants desired for the given combination of elements. + +The grammar allows for the creation of prompts with varying levels of specificity, such as "Imagine a weapon in a dungeon connected with a labyrinth, 5 variants of role-play" or "Imagine a spell in a city connected with a street, 3 variants of create descriptions for an artist to design a comic book panel". The use of the `type_name`, `place`, and `place2` non-terminals also allows for easy modification of the generated prompts, such as changing all instances of "weapon" to "monster" or "city" to "region". + +It is important to note that this is just an example grammar, and it can be modified and expanded to suit the specific needs of your application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_104.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_104.txt new file mode 100644 index 0000000..baca067 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_104.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_prompt ::= "Imagine", place, "as the entrance to the dungeon. Generate a path from this entrance to the final destination in the dungeon using the following context:" context + +context ::= ["Verb": verb, "Type Name": type\_name, "Place": place] + +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + +type\_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +This grammar can be used to generate prompts that describe a path through a dungeon, starting from the entrance and ending at a final destination. The prompts include context information about verbs, type names, and places that should be used when generating the path. This allows for flexibility in the generated paths, as different combinations of verbs, type names, and places can be used to create unique and interesting dungeon paths. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_105.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_105.txt new file mode 100644 index 0000000..b00f55a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_105.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: + +1. Path ::= Entrance Room* Exit +2. Entrance ::= "Enter the dungeon through the" Place +3. Room ::= "You find yourself in a" Place +4. Exit ::= "Exit the dungeon through the" Place +5. Place ::= "dark cave" | "twisting labyrinth" | "spooky forest" | ... + +This grammar can be used to generate prompts for creating a path through the dungeon, starting at the entrance and ending at an exit. The Place non-terminals in the grammar can be expanded with more specific descriptions of different types of locations that might be found in a fantasy role-playing game. + +For example, the Path production rule could be used to generate prompts like "Enter the dungeon through the dark cave, then make your way through the twisting labyrinth and the spooky forest, and finally exit through the mysterious portal." + +Similarly, the Room production rule could be used to generate prompts like "You find yourself in a dark, damp cave with stalactites hanging from the ceiling. A faint light can be seen coming from a tunnel on the right. What do you do?" + +The Place non-terminals in the grammar can be expanded with more specific descriptions of different types of locations that might be found in a fantasy role-playing game, such as "a dark, damp cave" or "a mysterious portal." These expansions can be used to generate prompts for creating different types of rooms and exits. + +For example, the Path production rule could be used to generate prompts like "Enter the dungeon through the haunted mansion, then make your way through the winding staircase and the secret passage, and finally exit through the hidden door." + +Similarly, the Room production rule could be used to generate prompts like "You find yourself in a dimly-lit room with cobwebs hanging from the ceiling. A creaky wooden door leads to the next room. What do you do?" +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_106.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_106.txt new file mode 100644 index 0000000..9c3535e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_106.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine" + + ::= {"," } + + ::= | + + ::= "a room with" { ","}+ + + ::= {} + + ::= "going" + + ::= "What is your next move?" | "How do you proceed?" +``` +This grammar defines a prompt as an "Imagine" statement followed by a path through the dungeon and an objective. The path is made up of one or more rooms connected by directions, where each room can be either a named place or a detailed description. Rooms can have one or more features, which are nouns with optional adjectives. Direction names specify the direction in which to move from one room to another. Finally, the objective provides guidance on what action the player should take next in the dungeon. + +Here is an example of a prompt generated using this grammar: +```vbnet +Imagine a path going through a room with stone walls and a wooden door, going north to a dark cavern with glowing crystals, going east to a treasure-filled chamber guarded by a fierce dragon, What is your next move? +``` +This prompt describes a path through three rooms: a starting room with stone walls and a wooden door, a dark cavern with glowing crystals, and a treasure-filled chamber guarded by a fierce dragon. The objective of the prompt is to ask the player what their next move should be. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_107.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_107.txt new file mode 100644 index 0000000..50a2730 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_107.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "Imagine" "a path leading from" place1 "to" place2 "\n" + +place1, place2 ::= (type\_name "in" | type\_name) "the" (location | ε) + +type\_name ::= "room" | "hallway" | "chamber" | "passage" | "corridor" | "tunnel" | "cavern" | "cave" | "grotto" | "labyrinth" | "maze" | "dungeon" + +location ::= (place\_name | ε) + +place\_name ::= "entrance" | "exit" | "center" | "end" | "intersection" | "dead end" | "branch" | "fork" | "turn" | "junction" | "staircase" | "elevator" | "teleporter" + +This grammar allows for the generation of paths that consist of one or more path segments, where each segment leads from one place to another. The type of place (e.g., room, hallway) can be specified, as well as a location within the dungeon (e.g., the entrance, the center). + +Using this grammar, we could generate prompts such as: + +* Imagine a path leading from a room in the entrance to a hallway in the intersection. +* Consider a passage in the dead end connecting to a cavern in the center. +* Draw a tunnel in the exit leading to a maze in the branch. +* Paint a cave in the fork connected to a grotto in the turn. +* Compose a labyrinth in the junction leading to a dungeon in the end. + +These prompts could then be used as input to a language model or other AI system to generate descriptions of the path segments, which could be used to create a text-based representation of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_108.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_108.txt new file mode 100644 index 0000000..c2989d2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_108.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating a path through the dungeon: +```makefile +path ::= [room | corridor | intersection]+ + +room ::= "You enter a room with {description}." + | "You find yourself in a room with {description}." + +corridor ::= "You walk down a long, narrow corridor with {description}." + | "You make your way through a dimly lit corridor with {description}." + +intersection ::= "You come to an intersection with paths leading in {directions}." + | "You reach a fork in the road with paths leading in {directions}." + +description ::= + +directions ::= +``` +This grammar can be used to generate prompts for creating a dungeon path by expanding the non-terminal symbols (e.g., `path`, `room`, `corridor`, etc.) into specific descriptions and instructions for the user to follow. For example, a prompt generated from this grammar might look like: +```vbnet +You enter a room with tall stone walls and a musty smell. There is a chest in the corner and a door leading out. To the north, you see a long, narrow corridor with dim lighting and the sound of dripping water. To the south, there is another corridor that looks equally uninviting. Which way do you go? +``` +By using this grammar to generate prompts for creating different parts of the dungeon, you can create a diverse and interesting environment for players to explore. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_109.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_109.txt new file mode 100644 index 0000000..b8692fb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_109.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +prompt ::= "Imagine a" type_name "in" place +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" +``` +This grammar defines a `prompt` non-terminal, which is made up of the phrase "Imagine a", followed by a `type_name`, and then the word "in", followed by a `place`. The `type_name` non-terminal can take on several different values, such as "weapon" or "monster". The `place` non-terminal is similar to `type_name`, but has a larger set of possible values. + +Using this grammar, you could generate prompts like: + +* Imagine a weapon in the country +* Imagine a spell in Plato's cave +* Imagine a monster in the river Styx + +You could extend this grammar to include additional elements, such as a verb that describes an action or interaction with the `type_name`. For example: +``` +prompt ::= "Imagine" verb type_name "in" place +verb ::= "fighting" | "casting" | "using" | "encountering" +``` +With this extension, you could generate prompts like: + +* Imagine fighting a weapon in the country +* Imagine casting a spell in Plato's cave +* Imagine using a monster in the river Styx + +This is just one example of how you could define a grammar for generating prompts to create a dungeon. Depending on your specific needs, you may want to add or remove non-terminals and production rules to customize the grammar to your use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_11.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_11.txt new file mode 100644 index 0000000..0456732 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_11.txt @@ -0,0 +1,185 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon_prompt ::= "Imagine a path through a dungeon, starting at the entrance and ending at the final boss room. The path goes through:" [path_segment] {"," [path_segment]} ", and finally reaches the final boss room." + +path_segment ::= room_description (corridor_description room_description)* + +room_description ::= "the" room_name (room_details)? + +room_details ::= "with a" type_description {"," [type_description]} + +type_description ::= type_name ("of" type_subtype)? + +type_subtype ::= "normal" | "magical" | "rare" | "unique" + +type_name ::= "trap" | "puzzle" | "monster" | "loot chest" | "boss room" | ... + +corridor_description ::= "a" corridor_type ("filled with" [monster_description])? + +monster_description ::= "monsters" (difficulty_level | "of type" monster_subtype)? + +difficulty_level ::= "weak" | "moderate" | "strong" | "extremely strong" + +monster_subtype ::= "goblin" | "orc" | "troll" | "dragon" | ... + +corridor_type ::= "narrow" | "wide" | "twisting" | "straight" + +room_name ::= "entrance" | "chamber" | "hallway" | "library" | "throne room" | ... +``` +This grammar allows for a variety of different path segments to be described, each consisting of one or more rooms connected by corridors. The rooms can have various types and details associated with them, such as traps, puzzles, monsters, or loot chests. The corridors can also have their own descriptions, including the presence of monsters and their difficulty level. + +The grammar can be used to generate prompts by expanding the non-terminals into concrete strings, for example: +```bash +"Imagine a path through a dungeon, starting at the entrance and ending at the final boss room. The path goes through: +the first chamber with a magical trap, +a wide corridor filled with moderately strong monsters of type orc, +the library with a unique loot chest, +a twisting corridor, +the throne room with a normal puzzle, +a narrow corridor, +the final boss room." +``` +This prompt can then be used as input to the language model to generate text describing the dungeon. The grammar can also be extended or modified to suit specific needs and variations in the dungeon layout. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_110.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_110.txt new file mode 100644 index 0000000..6f0ba62 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_110.txt @@ -0,0 +1,186 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon ::= path* +path ::= room (hallway room | staircase)* door +room ::= type_name place +hallway ::= "the hallway" +door ::= type_name +staircase ::= type_name +type_name ::= "a" (weapon | spell | artifact | magic item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero journey) +place ::= the_article (country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | "Plato's cave" | "Garden of Eden" | "the River Styx" | "the restaurant at the end of the universe") +the_article ::= "the" | "a" | "an" +country ::= "country" +region ::= "region" +city ::= "city" +street ::= "street" +house ::= "house" +building ::= "building" +dungeon ::= "dungeon" +labyrinth ::= "labyrinth" +cave ::= "cave" +swamp ::= "swamp" +chest ::= "chest" +bag ::= "bag" +wallet ::= "wallet" +vault ::= "vault" +keep ::= "keep" +hideout ::= "hideout" +``` +This grammar defines a dungeon as one or more paths. A path starts with a room, which is defined by a type name and a place. The room can be connected to other rooms via hallways, or to different levels of the dungeon via staircases. Each type of connection (hallway or staircase) has its own type name. + +The type names are specific elements that could be found in a fantasy role-playing game, such as weapons, spells, artifacts, magic items, treasure, monsters, quests, challenges, themes, dramas, music, art, secrets, occult, reveal, or hero journey. The places are different locations within the dungeon where these elements could be found. + +The grammar uses EBNF notation to define optional elements (denoted by `*`) and alternative elements (denoted by `|`). For example, a path can consist of one or more rooms connected by hallways or staircases, and the type name for a room is defined as either a weapon, spell, artifact, etc., each with an optional "a" or "an" prefix. + +This grammar could be used to generate prompts for creating different parts of the dungeon. For example, a prompt for generating a room could be: +```vbnet +Imagine a [type_name] in [place]. What does it look like? What is its significance in the dungeon? +``` +Or a prompt for generating a hallway could be: +```vbnet +Imagine a [hallway] connecting [room1] and [room2]. How long is it? What creatures or traps might be lurking there? +``` +These prompts can then be used to generate the descriptions and details of each part of the dungeon, creating an immersive and engaging experience for players. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_111.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_111.txt new file mode 100644 index 0000000..6608ac8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_111.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= room (hallway room)* hallway? +room ::= "the" identifier ("of" type\_name)? +hallway ::= "the" identifier ("connected to" room\_identifier)? +type_name ::= "weapon" | "spell" | "artifact" | ... +identifier ::= [a-zA-Z][a-zA-Z0-9]* +``` +This grammar defines a path as a sequence of one or more rooms connected by hallways. Each room has an identifier, and optionally has a type name associated with it. Hallways also have identifiers, and are optionally connected to a room. The `type_name` non-terminal represents any of the terms in the `type_terms` list provided in the original code sample. + +To generate a prompt for creating a path, you could use the following template: +``` +Imagine a path through a dungeon with the following rooms and hallways. + +{list of room and hallway descriptions} + +Generate a variant array of size 3 for this path. +``` +Each room or hallway description would be generated using the `prompt` function provided in the original code sample, with the appropriate type name, verb, and place specified. + +This is just one possible way to generate prompts for creating a dungeon. You could also create prompts for generating individual rooms, monsters, quests, etc., by adapting the `prompt` function accordingly. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_112.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_112.txt new file mode 100644 index 0000000..821a3b3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_112.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "path" "starting" "at" "and" "going" "all" "the" "way" "to" + "" +``` +This grammar can be used to generate prompts for creating a path through the dungeon by starting with the `` non-terminal and expanding it using the production rules. For example, one possible prompt generated from this grammar would be "Imagine a weapon path starting at the entrance and going all the way to the treasure room." + +This is just an example, you can modify and expand this grammar based on your needs. + +It's also worth noting that this grammar doesn't cover all the possible prompts generated by the provided code, but it should give you a good starting point for creating prompts for creating a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_113.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_113.txt new file mode 100644 index 0000000..5776629 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_113.txt @@ -0,0 +1,177 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | empty + +path\_segment ::= "move" direction room + +direction ::= "north" | "south" | "east" | "west" + +room ::= description + +empty ::= ε + +description ::= text + +text ::= (alphanumeric | punctuation | space)* + +In this grammar, a path is defined as a series of path segments, where each segment consists of a direction and a room description. The direction can be "north", "south", "east", or "west", and the room description is simply a string of text. An empty path is also allowed, represented by the symbol ε. + +For example, using this grammar, we could generate the following prompt: + +"move north The Entrance Chamber +move east The Great Hall +move south The Treasure Room +move west The Secret Passage +move north The Guarded Gate +move north The Dragon's Lair +move east The Throne Room +move north The Crown Room" + +This prompt describes a path through a dungeon, starting at the Entrance Chamber and ending at the Crown Room. Each room is connected to the next by moving in a specific direction. The description for each room is simply a string of text, but it could be expanded to include more detailed information about the room if desired. + +This grammar can be used to generate prompts for creating any type of path through a dungeon, not just one that goes from the entrance to the end. For example, we could modify the grammar to generate prompts for creating a looping path that returns to the starting room, or a branching path that splits off in different directions. The possibilities are endless! + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_114.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_114.txt new file mode 100644 index 0000000..588c867 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_114.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon ::= (path | room | object | event | NPC) + + +path ::= "From" path\_node "to" path\_node + | "Through" path\_node "and" path + | "To" path\_node + | path\_node + +path\_node ::= entrance | exit | room + +entrance ::= "The Entrance" + +exit ::= "The Exit" + +room ::= "A Room" | "The " type\_name + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + +room\_description ::= "The room contains:" object\_list + +object\_list ::= (object | event | NPC) + + +object ::= "A(n) " type\_name + +event ::= "An event occurs in the room: " description + +NPC ::= "A non-player character is present: " description + +description ::= + +type_name ::= +``` +This grammar allows for generating prompts that can describe different elements of a dungeon, such as rooms, objects, events, and non-player characters (NPCs). A dungeon is made up of one or more paths, which are sequences of connected path nodes. Each path node can be an entrance, an exit, or a room. Rooms can have a type name, such as "weapon" or "monster", and can contain objects, events, or NPCs. Objects, events, and NPCs all have descriptions that provide more details about them. + +This grammar is just an example, and it could be expanded or modified to suit the specific needs of your dungeon generator. For example, you might want to add additional types of path nodes, such as secret passages or traps, or you might want to include more detailed descriptions of objects, events, and NPCs. The important thing is to design a grammar that allows for generating prompts that can provide enough context and guidance for your language model to generate creative and coherent dungeon content. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_115.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_115.txt new file mode 100644 index 0000000..5bacd1e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_115.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine a path through the dungeon from the entrance to the end, with:" + * + ::= " a in the " + | " a connected with another in the " + ::= "traverse" | "explore" | "navigate" + ::= "room" | "hallway" | "chamber" | "corridor" + ::= "entrance" | "end" | "intersection" | "dead end" +``` +This grammar defines a prompt as a list of path elements, where each path element describes an action performed on a type of object in a specific place. The ``, ``, and `` non-terminals can be further defined to generate more specific prompts. For example, the `` non-terminal could be expanded to include other types of objects found in a dungeon, such as traps or treasure chests. + +To use this grammar to generate a prompt, you would first start with the initial `` production and then recursively expand each `` production until you have generated all of the desired elements of the path. For example, the following prompt was generated using this grammar: + +"Imagine a path through the dungeon from the entrance to the end, with: + +* traverse a room in the entrance +* traverse a hallway connected with another hallway in the intersection +* traverse a chamber in the dead end +* navigate a trap in the intersection +* explore a treasure chest in the end" + +This prompt describes a path through the dungeon that includes various types of objects and actions, and it can be used as input to a language model or other system to generate more detailed descriptions of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_116.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_116.txt new file mode 100644 index 0000000..d33d405 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_116.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= [room | hallway | staircase | treasure\_room] + +room ::= "We are in a room with " description. +description ::= [adjective]+ ("of " type\_name)? (", containing " count adjective noun)+ "." + +hallway ::= "We walk down a hallway with " description. + +staircase ::= "We go up or down the staircase to " description. + +treasure\_room ::= "We find ourselves in a treasure room with " description. + +adjective ::= ["dark" | "dimly lit" | "moldy" | "creaky"] + +type\_name ::= ["chest" | "box" | "vault"] + +count ::= ["a few" | "several" | "many" | "countless"] + +noun ::= ["coins" | "jewels" | "artefacts"] + +This grammar generates paths through a dungeon that consist of rooms, hallways, staircases, and treasure rooms. Each room, hallway, staircase, or treasure room has a description generated using the given non-terminals. The descriptions use adjectives to provide some variety in the language used to describe the various elements of the dungeon. + +To generate a prompt using this grammar, you would start with the `path` non-terminal and expand it until you have a complete path through the dungeon. For example: +```css +path + -> hallway + -> "We walk down a dimly lit hallway with moldy walls." + -> room + -> "We are in a dark room with several chests of coins." + -> staircase + -> "We go up the creaky staircase to a room with many boxes of jewels." + -> treasure_room + -> "We find ourselves in a dimly lit treasure room with countless chests of coins." +``` +This prompt could then be used as input to your language model or other system for generating descriptions of the dungeon. By varying the non-terminals and their expansions, you can generate many different prompts to explore the space of possible dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_117.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_117.txt new file mode 100644 index 0000000..12f52e7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_117.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +prompt ::= "Imagine a" (type\_name | place) {("," type\_name | "," place)} "path through the dungeon from the entrance to the end, with each step being a" verb "involving a" type\_name "connected to a" place "." + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" + +verb ::= "role-playing" | "specifying" | "encoding" | "coding" | "programming" | "proving" | "creating" | "designing" | "describing for an artist" | "describing for a comic book panel artist" | "analysing" | "lifting" | "shifting" | "splicing" | "quoting" | "quasi-quoting" | "quasi-quine-quoting" | "meta-quoting" +``` +This grammar allows for the generation of prompts that include a type of object or place, followed by a list of additional types and places, describing a path through the dungeon from the entrance to the end. The path is made up of steps, each of which involves a verb related to the creation and manipulation of the specified type of object or place, connected to another place. + +This grammar can be used to generate prompts for creating different types of objects and places in the dungeon, as well as for describing the challenges and obstacles that the players will encounter on their journey. By varying the type\_name, verb, and place elements, it is possible to create a wide variety of prompts that can help guide the creation of a rich and immersive dungeon environment. + +For example: + +* "Imagine a weapon path through the dungeon from the entrance to the end, with each step being a role-playing involving a weapon connected to a city." +* "Imagine a treasure path through the dungeon from the entrance to the end, with each step being a specifying involving a treasure connected to a building." +* "Imagine a challenge path through the dungeon from the entrance to the end, with each step being a coding involving a challenge connected to a room." +* "Imagine a spell path through the dungeon from the entrance to the end, with each step being a proving involving a spell connected to a hallway." +* "Imagine a monster path through the dungeon from the entrance to the end, with each step being a creating involving a monster connected to a chest." +* "Imagine a artifact path through the dungeon from the entrance to the end, with each step being a designing involving a artifact connected to a bag." +* "Imagine a music path through the dungeon from the entrance to the end, with each step being a describing for an artist involving a music connected to a vault." +* "Imagine a drama path through the dungeon from the entrance to the end, with each step being a describing for a comic book panel artist involving a drama connected to a keep." +* "Imagine a secrets path through the dungeon from the entrance to the end, with each step being an analysing involving a secrets connected to a hideout." +* "Imagine a occult path through the dungeon from the entrance to the end, with each step being a lifting involving a occult connected to Plato's cave." +* "Imagine a reveal path through the dungeon from the entrance to the end, with each step being a shifting involving a reveal connected to Garden of Eden." +* "Imagine a hero journey path through the dungeon from the entrance to the end, with each step being a splicing involving a hero journey connected to the river Styx." +* "Imagine a art path through the dungeon from the entrance to the end, with each step being a quoting involving a art connected to the restaurant at the end of the universe." +* "Imagine a qu +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_118.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_118.txt new file mode 100644 index 0000000..630d115 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_118.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type-name-with ::= type-name " with a " artifact-type +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +artifact-type ::= "weapon" | "armor" | "potion" | "scroll" | "key" | "chest" | "book" | "orb" | "statue" | "idol" | "relic" | "gem" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" +place-with ::= place "connected with" place +path ::= dungeon-prompt type-name-with verb place-with path | +``` +This grammar allows for the generation of prompts that describe a journey through a dungeon, starting at the entrance and moving through different areas while interacting with various artifacts and making decisions. The `path` nonterminal can be recursively expanded to create more complex prompts, or it can be left empty to generate a simple prompt for creating a single artifact in a given location. + +For example, using this grammar you could generate the following prompt: +```vbnet +Consider designing a weapon with a powerful enchantment in a hidden vault connected with a maze-like labyrinth filled with traps and puzzles. +``` +This prompt instructs the user to design a specific type of artifact (a weapon) with certain properties (a powerful enchantment) in a specific location (a hidden vault), and provides additional context about the journey through the dungeon to reach that location (the vault is connected with a maze-like labyrinth filled with traps and puzzles). The user can then use this prompt as inspiration to create the artifact and imagine the challenges they might face along the way. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_119.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_119.txt new file mode 100644 index 0000000..9052e74 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_119.txt @@ -0,0 +1,155 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= with a in the , connected to the where is happening + ::= leading to the and so on until reaching the at the end of the path +``` +This grammar allows for the generation of prompts that describe different parts of a dungeon, including their type (e.g. weapon, spell), subtype (e.g. treasure, monster), and location. The `` production can be used to generate prompts that describe a path through the dungeon, starting at the entrance and leading all the way to the end. + +It's important to note that this is just an example and you could adjust or expand it according to your needs. Also, this grammar doesn't include all the elements of the original code but it's focused on the main idea of generating a dungeon path. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_12.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_12.txt new file mode 100644 index 0000000..bed73ea --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_12.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon := path +path := path_segment* +path_segment := (room | hallway) action? +room := "the room" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" +hallway := "the hallway" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the street" | "the city" | "the region" | "the country" +action := verb "doing" verb_phrase? place_connection* +verb := "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" +verb_phrase := noun "with a" adjective | noun +noun := "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" +adjective := "creative" | "forgiving" +place_connection := "connected with" place | conjunction place +conjunction := "and" | "or" | "but" | "nor" | "yet" | "so" +place := "the entrance" | "the end" | place1 place2 +place1 := room | hallway +place2 := room | hallway +``` +This grammar generates a dungeon by specifying a path through the dungeon starting at the entrance and going all the way to the end. Each segment of the path is either a room or a hallway, followed by an optional action. The action consists of a verb, optionally modified by a verb phrase, and zero or more place connections. The place connections specify how the current room or hallway is connected to other rooms or hallways in the dungeon. + +This grammar can be used to generate prompts for creating a dungeon by generating strings that conform to the grammar. For example, the following prompt could be generated using this grammar: +``` +Imagine the room with a creative weapon connected with the entrance and the end. +``` +This prompt asks the language model to imagine a room with a creative weapon in it, where the room is connected to both the entrance and the end of the dungeon. The language model can then use this context to generate a description of the room, which can be used to create a comic book panel or other visual representation of the dungeon. + +Overall, this grammar provides a flexible and extensible way to generate prompts for creating a dungeon using a language model. By modifying the grammar, it is possible to generate different types of prompts that can be used to create different aspects of the dungeon, such as monsters, treasures, quests, and other elements. This makes it possible to create a wide variety of dungeons using a single grammar, which can save time and effort compared to writing custom prompts for each dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_120.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_120.txt new file mode 100644 index 0000000..97602a0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_120.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby + ::= * + + ::= ? + + ::= "north" | "south" | "east" | "west" + + ::= | "a few steps" | "several feet" | "a long hallway" + + ::= + + + ::= "dark" | "creepy" | "twisting" | "turning" | "narrow" | "low-ceilinged" + + ::= "corridor" | "tunnel" | "passageway" | "staircase" | "door" +``` +This grammar allows for a path through the dungeon to be generated as a sequence of segments, each of which consists of a direction, a distance, and an optional description. The direction can be one of "north", "south", "east", or "west", and the distance can be a number (representing a specific length) or a more descriptive term such as "a few steps" or "a long hallway". The description is optional, but if present, it consists of one or more adjectives followed by a noun, with the whole thing enclosed in parentheses. + +Using this grammar, we can generate prompts like: + +* North a few steps (dark corridor) +* East several feet (creepy passageway) +* South a long hallway (twisting staircase) +* West (low-ceilinged door) + +The descriptions in parentheses can be used as inspiration for the artist to design each segment of the dungeon, or they can be ignored if not needed. The grammar can also be extended with additional elements (such as monsters, treasure, and quests) to provide more variety and complexity to the generated dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_121.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_121.txt new file mode 100644 index 0000000..f65216d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_121.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a path through a dungeon: +```makefile +prompt ::= "Imagine" "a" type_name "path from the" start_place "to the" end_place +type_name ::= "corridor" | "tunnel" | "hallway" | "passage" +start_place ::= "entrance" | "starting room" +end_place ::= "boss room" | "treasure room" | "exit" +``` +This grammar can be used to generate prompts like: + +* Imagine a corridor path from the entrance to the boss room. +* Consider a tunnel path from the starting room to the treasure room. +* Draw a passage path from the entrance to the exit. + +The grammar can be extended to include other elements of the dungeon, such as rooms, monsters, and treasures. For example: +```makefile +prompt ::= "Imagine" action type_name [direction]? from place to place +action ::= "navigating" | "exploring" | "traversing" +type_name ::= "corridor" | "tunnel" | "hallway" | "passage" | "room" +direction ::= "through" | "past" | "around" +place ::= start_place | end_place | room_name | monster_name | treasure_name +start_place ::= "entrance" | "starting room" +end_place ::= "boss room" | "treasure room" | "exit" +room_name ::= "library" | "throne room" | "kitchen" +monster_name ::= "dragon" | "goblin" | "skeleton" +treasure_name ::= "golden chalice" | "magic sword" | "ancient scroll" +``` +This grammar can be used to generate more complex prompts, such as: + +* Navigating a corridor room through the kitchen to the treasure room. +* Exploring a tunnel past the dragon to the boss room. +* Traversing a passage around the goblin to the exit. + +The grammar can be further customized to fit the specific needs of the dungeon generator. For example, additional attributes can be added to the elements, such as size, shape, or difficulty level. The grammar can also be used to generate prompts for other aspects of the dungeon, such as creating descriptions for an artist, composing music, or designing art. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_122.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_122.txt new file mode 100644 index 0000000..a793faf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_122.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine a " " in a " , "what would it look like?" + ::= "dungeon" | "room" | "passageway" | "monster" | "treasure" + ::= | + ::= "entrance" | "middle" | "end" + ::= " connected to " +``` +This grammar allows for the generation of prompts that describe a specific type of object (such as a dungeon, room, or treasure) in a specific location within the dungeon. The location can be either a single location (entrance, middle, or end), or two locations connected to each other. + +Here are some examples of prompts generated using this grammar: + +* "Imagine a dungeon at the entrance, what would it look like?" +* "Imagine a room in the middle, what would it look like?" +* "Imagine a passageway connected to the end, what would it look like?" +* "Imagine a treasure at the entrance connected to the middle, what would it look like?" + +This grammar can be easily extended to include more types of objects and locations as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_123.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_123.txt new file mode 100644 index 0000000..97b7443 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_123.txt @@ -0,0 +1,194 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine" + + ::= + "to" + + ::= + "the entrance of the dungeon" + | "the starting point of the path" + | ... (other possible descriptions) + + ::= + "the final destination of the path" + | "the goal of the adventure" + | ... (other possible descriptions) + + ::= + "via" + + ::= + + | + | + | ... (other possible descriptions) + + ::= + "a room" + | "a chamber" + | "an antechamber" + | ... (other possible descriptions) + + ::= + "an area" + | "a sector" + | "a zone" + | ... (other possible descriptions) + + ::= + "a challenge" + | "a test" + | "a puzzle" + | ... (other possible descriptions) +``` +This grammar defines a `dungeon-prompt`, which consists of a path description. The path description starts at the entrance and ends at a destination, with any number of intermediate segments along the way. Each segment is a room, area, or challenge that must be traversed to reach the next part of the path. + +This grammar can be used to generate prompts for creating a dungeon by combining different parts of the grammar in various ways. For example, the following prompt could be generated using this grammar: +```vbnet +Imagine the entrance of the dungeon to the final destination of the path via a room with traps and puzzles, an area with fierce monsters, and a challenge that requires solving a riddle to proceed. +``` +This prompt describes a path through the dungeon, starting at the entrance and ending at the final destination. The path includes three intermediate segments: a room with traps and puzzles, an area with fierce monsters, and a challenge that requires solving a riddle to proceed. This gives the user enough context to create each part of the dungeon while still leaving plenty of room for creativity and imagination. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_124.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_124.txt new file mode 100644 index 0000000..bb2c48d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_124.txt @@ -0,0 +1,191 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + = "Imagine a path through the dungeon from the entrance to the end with the following context: " + * + "; What is your response?" + "; Please generate variant array of size " + + + = + ()? + " along" + ? + ? + "; " + + = "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" + | "theme" | "drama" | "music" | "art" + | "secret" | "occult" | "reveal" + | "hero journey" + + = "deadly" | "powerful" | "mysterious" | "dangerous" + | "magical" | "enchanted" | "ancient" + + = "north" | "south" | "east" | "west" | "up" | "down" + + = | + + = "entrance hall" | "grand staircase" | "labyrinthine maze" + | "treasure room" | "monster den" | "boss chamber" + | "secret passage" | "hidden door" + + = + "" + |
* (
* )* + +
= "a" | "an" | "the" + + = "small" | "dark" | "twisting" | "ancient" + | "rusty" | "shimmering" | "golden" + + = "corridor" | "room" | "passage" | "door" + | "chest" | "statue" | "painting" | "tapestry" + + = "of" | "with" | "near" | "in" | "on" +``` +This grammar allows for generating prompts that describe a path through the dungeon by specifying a series of `path-segment`s, each of which describes a type of object or encounter along the path. Each segment can optionally include an adjective to describe the object, a direction of travel, and a location name or detailed description. The grammar also includes rules for generating adjectives, nouns, articles, and prepositions to add variety to the descriptions. + +By using this grammar to generate prompts and feeding the resulting prompts into your code, you can create a diverse set of dungeon paths with varying objects, encounters, and descriptions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_125.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_125.txt new file mode 100644 index 0000000..f2a8d42 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_125.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine a path through the dungeon from the entrance to the end, with the following features:" + [] {"," } ";" + + ::= " a " + | " with a " + | " connected to " + | " " + + ::= "explore" | "traverse" | "navigate" | "venture" | "journey" + ::= "room" | "hallway" | "corridor" | "chamber" | "cavern" + ::= "trap-filled" | "monster-infested" | "treasure-laden" | "puzzle-filled" | "dangerous" + ::= | "entrance" | "exit" + ::= | "entrance" | "exit" + ::= "dark" | "twisty" | "secret" | "labyrinthine" | "enchanted" + ::= "path" | "door" | "gate" | "stairs" | "passageway" +``` +This grammar allows for a variety of features to be included in the prompt, such as traps, monsters, treasures, and puzzles. It also allows for different types of locations, such as rooms, hallways, and caverns, to be specified. Additionally, it allows for adjectives and nouns to be used to describe specific aspects of the dungeon, such as a "dark path" or an "enchanted gate." + +The grammar can be extended to include other elements like characters, NPC, quest, etc. It is just an example and it should be adjusted to suit your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_126.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_126.txt new file mode 100644 index 0000000..fba5b01 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_126.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: + + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= with a | doing | connected with + ::= | "" + ::= "You are at the entrance of a dungeon. The path through the dungeon is: " + +Where and are specific attributes related to the type name or place, respectively, and is an action that can be performed by the verb. + +This grammar allows you to generate prompts for creating different parts of a dungeon, such as weapons with special properties, monsters with unique abilities, or rooms connected by secret passages. The generated prompts can then be used as input for your code to create the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_127.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_127.txt new file mode 100644 index 0000000..a779d3e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_127.txt @@ -0,0 +1,252 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: + +Path ::= PathElement* + +PathElement ::= "Enter" Room +| "Exit" Room +| "GoTo" Room +| "Take" Item +| "Use" Item +| "Fight" Monster + +Room ::= "Entrance" +| "Hallway" +| "Chamber" +| "TreasureRoom" +| "BossRoom" +| "Exit" + +Item ::= "Key" +| "Sword" +| "Shield" +| "Potion" + +Monster ::= "Goblin" +| "Orc" +| "Dragon" + +This grammar defines a path as a sequence of elements, each element being one of the following actions: enter a room, exit a room, go to a room, take an item, use an item, or fight a monster. The rooms are defined as Entrance, Hallway, Chamber, TreasureRoom, BossRoom, and Exit. The items are Key, Sword, Shield, and Potion, and the monsters are Goblin, Orc, and Dragon. + +This grammar can be used to generate a variety of different paths through the dungeon, with each path consisting of a series of actions that lead the player from the entrance of the dungeon to the exit. The grammar allows for variations in the items and monsters encountered along the way, as well as the ability to specify specific rooms to go to or enter. + +For example, a prompt generated using this grammar might look like: +"Enter Entrance +GoTo Hallway +Take Key +Fight Goblin +Exit Hallway +GoTo Chamber +Use Key +Exit Chamber +GoTo TreasureRoom +Take Sword +Exit TreasureRoom +GoTo BossRoom +Fight Dragon +Exit BossRoom +GoTo Exit +Exit Exit" + +This prompt describes a path through the dungeon that starts at the entrance, goes through a hallway where the player encounters and fights a goblin, enters a chamber using a key, exits the chamber and enters a treasure room where they take a sword, then goes to the boss room where they fight a dragon before finally exiting the dungeon. + +This grammar can be used as a starting point for generating more complex prompts that include additional elements such as quests, challenges, themes, music, art, and secrets. These additional elements can be added to the grammar by defining new non-terminals and rules that describe how they can be included in a path through the dungeon. + +For example, here is an updated version of the grammar that includes a non-terminal for quests: + +Path ::= PathElement* + +PathElement ::= "Enter" Room +| "Exit" Room +| "GoTo" Room +| "Take" Item +| "Use" Item +| "Fight" Monster +| "Complete" Quest + +Room ::= "Entrance" +| "Hallway" +| "Chamber" +| "TreasureRoom" +| "BossRoom" +| "Exit" + +Item ::= "Key" +| "Sword" +| "Shield" +| "Potion" + +Monster ::= "Goblin" +| "Orc" +| "Dragon" + +Quest ::= "FindKey" +| "KillGoblin" +| "RetrieveTreasure" + +This updated grammar includes a new non-terminal called Quest, which can be used to describe different objectives that the player must complete as they progress through the dungeon. The Quest non-terminal has three possible values: FindKey, KillGoblin, and RetrieveTreasure. These quests can be included in a path by using the "Complete" PathElement, which specifies the name of the quest that was completed. + +For example, a prompt generated using this updated grammar might look like: +"Enter Entrance +GoTo Hallway +Take Key +Fight Goblin +Exit Hallway +GoTo Chamber +Use Key +Exit Chamber +Complete FindKey +GoTo TreasureRoom +Take Sword +Exit TreasureRoom +GoTo BossRoom +Fight Dragon +Exit BossRoom +Complete KillGoblin +GoTo Exit +Exit Exit +Complete RetrieveTreasure" + +This prompt describes a path through the dungeon that includes three quests: FindKey, KillGoblin, and RetrieveTreasure. The player must complete these quests as they progress +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_128.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_128.txt new file mode 100644 index 0000000..2e911bb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_128.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_prompt ::= "Imagine", place, "is the entrance of the dungeon. From here," path, "you will reach the end of the dungeon." + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +path ::= path\_segment, { path\_segment } + +path\_segment ::= "From", place, "you can go to", place, {"through" | "by passing"}, type\_name + +type\_name ::= "a weapon" | "a spell" | "an artifact" | "a magic item" | "treasure" | "a monster" | "a quest" | "a challenge" | "a theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at the final destination. The place where the path starts is specified as well as the types of encounters that can be found along the way. This could be used to generate a variety of different paths through the dungeon, each with their own unique challenges and rewards for the player to discover. + +It's also possible to extend this grammar by adding more elements, like puzzles or NPCs, or even modifying it to generate prompts for other parts of the RPG setting, like a town, a wilderness area, or an overworld map. This would allow for the generation of a wide variety of prompts that could be used to create and populate a rich and immersive game world. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_129.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_129.txt new file mode 100644 index 0000000..1434e5e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_129.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= + + ::= ? + ::= "go" | "move" | "walk" | "run" | "crawl" | "climb" + ::= | | + ::= "dark" | "dank" | "musty" | "creaky" | "narrow" | "twisting" + ::= "hallway" | "passage" | "staircase" | "door" | "chamber" | "tunnel" + ::= "quickly" | "slowly" | "carefully" | "quietly" | "loudly" | "hastily" + ::= "open" | "close" | "unlock" | "lock" | "search" | "inspect" + ::= "through" | "past" | "under" | "over" | "around" | "behind" +``` +This grammar defines a `path` as one or more `segment`s, where each `segment` consists of a `direction` followed by an optional `description`. The `direction` can be any of several words that indicate movement, such as "go" or "move". The `description` can be any of several types of phrases, including adjective-noun pairs (e.g., "dark hallway"), adverb-verb pairs (e.g., "quickly run"), and preposition-noun pairs (e.g., "through the door"). + +The grammar can be extended to include other elements of a dungeon, such as monsters, treasures, and quests, by adding new nonterminals and rules to the grammar. For example: +``` + ::= ? "You" ? * + ::= | | + ::= "encounter" + ::= "a" | "" + ::= "attacks" | "defends" | "ignores" | "flees from" | "joins" + ::= "find" + ::= "a" | "" + ::= "are given" + ::= "a" | "" +``` +This grammar defines a `dungeon` as an optional `description`, followed by the word "You", followed by an optional `path`, followed by one or more `event`s. An `event` can be a `monster-encounter`, a `treasure-discovery`, or a `quest-assignment`. The `monster-encounter` rule defines how to generate a prompt for describing an encounter with a monster, the `treasure-discovery` rule defines how to generate a prompt for discovering treasure, and the `quest-assignment` rule defines how to generate a prompt for receiving a quest. + +The grammar can be further extended by adding additional nonterminals and rules to define different types of monsters, treasures, and quests, as well as other elements of a dungeon. The resulting grammar can then be used to generate prompts for creating a wide variety of dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_13.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_13.txt new file mode 100644 index 0000000..af0c71b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_13.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +prompt -> "Imagine" "a" type_name "path" from_location "to" to_location +type_name -> "path" | "room" | "corridor" | "challenge" | "monster" | "treasure" +from_location -> place | "the" start_location +start_location -> "entrance" | "start" +to_location -> place | "the" end_location +end_location -> "exit" | "goal" +place -> "in" location +location -> "the" (room_name | area_name) +room_name -> "library" | "throne room" | "laboratory" | ... +area_name -> "upper level" | "lower level" | "western wing" | ... +``` +For example, using this grammar, the following prompt could be generated: + +Imagine a path from the entrance in the upper level to the exit in the lower level + +This prompt instructs the language model to imagine a path leading from the entrance of the dungeon, located on the upper level, to the exit, which is on the lower level. The type\_name "path" indicates that the focus should be on creating a sequence of connected locations, rather than a single location or object. + +The grammar can be extended with more elements such as monsters, treasures, challenges, etc. These can be added as new non-terminal symbols, and rules for generating prompts involving these elements can be added to the grammar. + +Additionally, it is possible to extend this grammar to create prompts for other types of content in your RPG setting such as artifacts, magic items, quests etc. + +For example: +```ruby +prompt -> "Consider" "a" type_name "related to" related_to +type_name -> "artifact" | "magic item" | "treasure" | ... +related_to -> "the theme of" theme | "the drama of" drama | "the music of" music | ... +theme -> "light vs dark" | "good vs evil" | "chaos vs order" | ... +drama -> "betrayal" | "redemption" | "revenge" | ... +music -> "epic" | "mysterious" | "spooky" | ... +``` +This way you can create prompts for creating different types of content, in this case, artifacts or magic items related to a specific theme, drama or music. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_130.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_130.txt new file mode 100644 index 0000000..9bb30b8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_130.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine a " " in a " " connected with a " ". + ::= "dungeon" | "monster" | "quest" | "treasure" | "artifact" | "spell" + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "Restaurant at the end of the universe" + ::= | "corridor" | "tunnel" | "passageway" | "staircase" | "elevator" | "teleporter" +``` +This grammar defines a prompt as being made up of a type name, such as "dungeon" or "monster", and a place, such as "country" or "room". The type name and place are connected by a connected place, which can be any of the defined places, or a specific type of connection, such as a "corridor" or "teleporter". + +Using this grammar, you could generate prompts like: + +* "Imagine a dungeon in a country connected with a corridor." +* "Imagine a monster in a city connected with an elevator." +* "Imagine a treasure in a room connected with a teleporter." + +You can extend or modify this grammar to fit the specific requirements of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_131.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_131.txt new file mode 100644 index 0000000..ee0dab3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_131.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: + + ::= "Imagine" ";" + + ::= + "a path from the entrance to the end of the dungeon with" + (";" ) + + ::= + | | + + ::= + "a room with" ";" + + ::= + ( ";")* + + ::= + "a monster" | "a treasure" | "a secret door" | ... + + ::= + "a corridor leading to" ";" + + ::= + | + + ::= + "a junction with paths leading to" ";" + + ::= + ( ";")+ + + ::= + any name for a room, e.g. "the throne room" + + ::= + any name for a junction, e.g. "the crossroads" + +This grammar describes the basic structure of a prompt, which is a request to imagine a path through the dungeon with various elements along the way. Each element can be further specified with features such as monsters or treasure. The grammar allows for variation in the types of elements and their names, so that different prompts can be generated for different parts of the dungeon. + +Note that this is just one possible grammar, and it can be adjusted to fit the needs of your specific project. For example, you might want to add more details about the appearance or behavior of monsters, or specify the layout of rooms and corridors in more detail. You can also extend the grammar to include other types of elements, such as traps, puzzles, or non-player characters (NPCs). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_132.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_132.txt new file mode 100644 index 0000000..3ef8c54 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_132.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss + ::= + + + ::= | + + ::= with a in the + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | + + ::= "dungeon" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "platos cave" | "garden of eden" | "river styx" | "restaurant at the end of the universe" + + ::= + + ::= "dark" | "twisting" | "ancient" | "secret" | "dangerous" | "magical" | "haunted" | "forgotten" + + ::= "entrance" | "exit" | "passage" | "tunnel" | "doorway" | "staircase" | "ladder" | "bridge" | "portal" + + ::= | + + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "platos cave" | "garden of eden" | "river styx" | "restaurant at the end of the universe" + + ::= + + ::= "dark" | "twisting" | "ancient" | "secret" | "dangerous" | "magical" | "haunted" | "forgotten" +``` +This grammar allows for the generation of a dungeon as a series of connected rooms, each with its own type and place. The `` non-terminal can be used to specify different types of elements that might be found in a room, such as weapons or treasures. The `` non-terminal allows for the specification of more specific details about the element, such as its material or appearance. + +The `` non-terminal can be used to specify where in the dungeon the room is located, while the `` non-terminal allows for the specification of how the rooms are connected. This grammar can be used to generate a wide variety of prompts for creating a dungeon, depending on the specific details that are desired. + +It's important to note that this is just an example and it could be adjusted according to the desired output and the domain knowledge you have about the problem. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_133.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_133.txt new file mode 100644 index 0000000..e9b468c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_133.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon = { room | hallway }* +room = "Enter a room with " type_name ", it has " description, { feature }*, " and leads to " { exit }* +hallway = "Walk down the hallway, it is " description " and leads to " { exit }* +type_name = weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey +description = adjective { adjective }* noun { noun }* +feature = "A " type_name "{ is" | "are" } there." | "There is a " noun_phrase " there." | "The room contains: " item { ", " item }* "." +exit = "Exit to the " direction " leads to " location. +direction = north | south | east | west +location = "a " type_name | room_name +room\_name = alphabetic { alphabetic }* +item = alphabetic { alphabetic }* +noun = alphabetic { alphabetic }* +adjective = alphabetic { alphabetic }* +``` +This grammar defines a dungeon as a series of rooms and hallways. A room is entered, described with a type name, and has one or more features in it. An exit leads to another location. The location can be a type name, such as a weapon or treasure chest, or a room name that was previously defined. + +Hallway are also defined in the grammar which have their own description and exits. + +The non-terminals alphabetic, noun, adjective, and direction should be defined according to your requirement. + +This is just an example, you can customize this grammar as per your requirement, adding or removing elements, making it more complex or simple. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_134.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_134.txt new file mode 100644 index 0000000..f9833ae --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_134.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= "Imagine a path from the entrance to the end of the dungeon, with the following features:" + * + ::= "\n\t- Type name: " + | "\n\t- Verb: " + | "\n\t- Place: " + | "\n\t- Connected to place: " + | "\n\t- Containing a : " + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challenge" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "composing for an artist" + | "analyse" | "lift" | "shift" | "splice" | "quote" + | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" + | "connected with the " + ::= "the entrance" | "the end of the dungeon" +``` +This grammar allows for generating prompts that specify various features of a path through the dungeon, including the type of object or obstacle, an action to be taken, and the location. The `*` symbol at the end of the `` rule means that it can be repeated any number of times. + +You could use this grammar as a starting point and expand on it by adding more rules and non-terminals to describe other elements of the dungeon, such as rooms, traps, treasures, monsters, etc. You could also add rules for generating prompts that ask for specific types of features or combinations of features. + +Once you have defined your grammar, you can use a parser generator tool like `ocamllex` or `menhir` to generate an OCaml module that can parse input strings according to the grammar and return a data structure that represents the parsed prompt. You could then use this data structure to generate the actual prompts and pass them to your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_135.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_135.txt new file mode 100644 index 0000000..5d46735 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_135.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= * + ::= + + ::= "Enter" + ::= "with a" + ::= "a" | "a" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + ::= + ::= "sword" | "staff" | "scroll" | "armor" | "amulet" | "ring" | "gem" | "coin" | "beast" | "demon" | "lich" | "dragon" | "golem" | "troll" | "elf" | "dwarf" | "halfling" | "orc" | "goblin" | "minotaur" | "harpy" | "hydra" | "kraken" | "wyvern" | "quest" | "riddle" | "labyrinth" | "trap" | "puzzle" | "illusion" | "portal" | "relic" | "shrine" + ::= "Connected to:" + ::= ( "," )* + ::= +``` +This grammar allows for generating prompts for creating a series of connected rooms, each with its own type and description. The `` non-terminal represents the entire dungeon, which is made up of one or more ``s. Each `` consists of one or more ``s, which are described by a `` and have a list of ``. The `` is generated by selecting a `` and a ``, where the `` can be either "a" or an adjective describing the type. For example, a weapon could be described as "a sword", "an enchanted sword", or "a cursed sword". The `` is chosen from a list of nouns that describe various types of items, monsters, and other elements found in a dungeon. + +The `` non-terminal describes the rooms that are connected to the current room. It consists of a list of ``s separated by commas. The `` is chosen from the same list of nouns used for the ``. + +This grammar can be extended with additional non-terminals and rules to generate more complex prompts, such as those that include traps, puzzles, or special encounters. It can also be customized by modifying the lists of ``s and ``s to better fit the specific needs of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_136.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_136.txt new file mode 100644 index 0000000..d44472a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_136.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" "a" + + ::= | | + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-program" | "reflect" | "compose" + + ::= "connected" | "leading to" | "opening up to" | "exiting into" + + ::= "north" | "south" | "east" | "west" +``` +This grammar allows for generating prompts that describe a dungeon element, its connection to another dungeon element and the direction of that connection. The `` non-terminal can be any of the type names, places or verbs defined in the grammar. This gives a lot of flexibility to generate different types of prompts depending on the desired outcome. + +For example, using this grammar you could generate a prompt like: +``` +Imagine a treasure with a magic item connected leading to a monster northwest of a room +``` +This prompt is describing a treasure that is connected to a magic item and then that magic item is connected to a monster. The connection between the magic item and the monster is going northwest from the room. + +You can use this grammar as a starting point and add or modify non-terminals to fit your specific needs for generating prompts for creating the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_137.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_137.txt new file mode 100644 index 0000000..620c4df --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_137.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +dungeon-prompt = "Imagine a", type, "called", name, "located in", place, "." +type = "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" +name = +place = place-part {connective place-part} +place-part = "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" +connective = "connected with" | "leading to" | "adjacent to" +``` +This grammar defines a `dungeon-prompt` nonterminal, which represents a complete prompt that can be used to generate a dungeon element. The prompt is composed of a type, name, and place. The type is one of the possible types of dungeon elements, such as weapon or treasure. The name is an arbitrary alphanumeric string that identifies the specific instance of the type. The place specifies where in the dungeon the type is located. + +The place nonterminal is defined recursively, allowing for arbitrarily complex descriptions of a location within the dungeon. Each place-part represents a single part of the dungeon, such as "the country" or "the vault". Connectives, represented by the `connective` nonterminal, can be used to connect multiple place-parts together to form a more detailed description of a location. + +You can use this grammar to generate prompts by selecting a type, generating a name and place using the rules defined in the grammar, and concatenating them into a complete prompt. For example, you could generate a prompt for a treasure called "the golden idol" located in "a hidden room connected with a secret passage" as follows: +```ruby +Imagine a treasure called the golden idol located in a hidden room connected with a secret passage. +``` +This prompt would then be used to generate a description of the treasure using your language model or other text generation tool. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_138.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_138.txt new file mode 100644 index 0000000..480ae8a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_138.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" "a" "called" "in" "." + ::= "dungeon" | "room" | "corridor" | "monster" | "treasure" | "trap" + ::= + ::= "dark" | "twisty" | "secret" | "deadly" | "magical" + ::= "entrance" | "exit" | "intersection" | + ::= "north" | "south" | "east" | "west" +``` +This grammar defines a prompt as an `Imagine` statement followed by a specific type of object (dungeon, room, etc.) with a specific name, located in a specific place. The type of object can be modified by an adjective to add more detail. The place where the object is located can be either a named location (entrance, exit) or a direction indicating which way to go from the current location. + +For example, using this grammar, you could generate the following prompt: +``` +Imagine a dark dungeon called the Labyrinth in the entrance. +``` +This prompt asks the language model to imagine a type of object (dungeon) with a specific name (the Labyrinth) located at a specific place (entrance). The adjective "dark" adds additional detail about the dungeon. + +You can extend this grammar by adding more types of objects, places, and details as needed to create more complex prompts for your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_139.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_139.txt new file mode 100644 index 0000000..6cf10a0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_139.txt @@ -0,0 +1,187 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```r + ::= "connected with" + | "connected with" + | "" + + ::= "with a" + + ::= "the entrance to the dungeon" + + ::= ? + + ::= ? + + ::= ? + + ::= "a" | "the" + + ::= | + + ::= "weapon" | "spell" | "artifact" | "magic item" + | "treasure" | "monster" | "quest" + | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" + | "reveal" | "hero journey" + + ::= "with a" + + ::= "Imagine" | "Consider" | "Draw" | "Paint" + | "Compose" | "Balance" + + ::= "role-playing" | "specifying" | "encoding" | "programming" + | "proving" | "creating" | "designing" | "analyzing" + | "lifting" | "shifting" | "splicing" | "quoting" + | "quasi-quoting" | "quasi-quine-quoting" + | "meta-quoting" | + + ::= any other verb that may be relevant to the dungeon generation process + + ::= a natural language description of the room, entrance, or path +``` +This grammar allows for generating prompts that start at the entrance and traverse through different rooms in the dungeon. Each room is described by a type name (e.g., "a weapon"), which can be further specified with a type term (e.g., "with a spell"). The path between two rooms can have an action, a verb, and an optional description. + +The grammar can be easily extended to include more details about the dungeon, such as traps, treasures, puzzles, or non-playable characters. Additionally, the grammar could be customized to fit specific requirements of the simulation by adding or removing rules. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_14.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_14.txt new file mode 100644 index 0000000..42819aa --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_14.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= + + + ::= * + + ::= "You are in a" "." + + ::= * + + ::= "dark" | "damp" | "musty" | "cramped" | "spacious" | ... + + ::= "room" | "cavern" | "corridor" | "chamber" | ... + + ::= "go" + + ::= "north" | "south" | "east" | "west" | "up" | "down" | ... + + ::= "You see a" "to the" "." +``` +This grammar can be used to generate prompts for creating different rooms, descriptions and exits in the dungeon. For example, using this grammar, you can generate a prompt like: + +"You are in a dark room. go north. You see a narrow passage to the east." + +You can extend this grammar by adding more non-terminals and terminals to it to add complexity to your prompts. For example, you can add monsters, treasures, quests, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_140.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_140.txt new file mode 100644 index 0000000..5fea36d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_140.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= + + ::= | + ::= [] + ::= "Imagine a room with " "." + ::= ["," ]* + ::= | + ::= "In this room, you might find " "." + ::= ["," ]* + ::=
| "(" ")" + ::= "to the " + ::= "north" | "south" | "east" | "west" + + ::= "dark" | "dank" | "twisting" | "ancient" | ... +
::= "a" | "an" | "the" + ::= "corridor" | "chamber" | "passageway" | "statue" | "lever" | "chest" | ... + ::= "behind" | "in front of" | "to the left of" | "to the right of" | ... +``` +This grammar defines a dungeon as one or more paths, where each path consists of a series of rooms connected by directions. Each room has a description that includes one or more attributes, such as being dark, dank, twisting, or ancient. The room may also have contents, which are items that the player might find in the room. These items can be simple nouns or more complex descriptions enclosed in parentheses. + +The grammar allows for a large number of variations and combinations, making it possible to generate many different prompts for creating a dungeon. The grammar can also be easily extended with additional attributes, nouns, prepositions, and other elements as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_141.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_141.txt new file mode 100644 index 0000000..39086c6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_141.txt @@ -0,0 +1,194 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile + = "Imagine" ";" + + = "a path from the entrance to the end" + [] + + = "through a room" + [] + + = "with a" + + = "weapon" | "spell" | "artifact" | "magic item" + | "treasure" | "monster" | "quest" + + = ["of type" ] + [] + + = ("dragon" | "dwarf" | "elf" | "goblin") + + = [] + + = "through a hallway" + [] + + = ["with walls of"] + [] + + = "stone" | "wood" | "iron" + + = "grey" | "brown" | "black" + + = "through a door" + + = ["made of" ] + [] + [] + + = "wood" | "iron" | "stone" + + = ["massive"] | ["small"] | ["tall"] + + = ["locked tight"] | ["ajar"] | ["open wide"] +``` +This grammar can generate prompts such as: + +* Imagine a path from the entrance to the end through a room with a weapon of type dragon slayer; +* Imagine a path from the entrance to the end through a hallway with walls of grey stone; +* Imagine a path from the entrance to the end through a door made of iron, massive and locked tight. + +You can expand this grammar by adding more options for each non-terminal symbol (e.g., more types of doors or rooms). You can also add more steps in the path description (e.g., going up or down stairs, crossing bridges, etc.). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_142.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_142.txt new file mode 100644 index 0000000..6d0f92d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_142.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= place "to" place [path] +place ::= type_name | description +type_name ::= "a" (weapon | spell | artifacts | magic items | treasure | monster | quest | challenge | theme | drama | music | art | secrets | occult | reveal | hero journey) +description ::= "the" place [adjective] [noun] [verb] +adjective ::= "dark" | "winding" | "secret" | "treacherous" | ... +noun ::= "hallway" | "door" | "corridor" | "room" | ... +verb ::= "guarded by" | "leading to" | "connected to" | ... +``` +For example, a possible path through the dungeon could be: +``` +a weapon to a dark hallway guarded by a monster leading to a treasure connected to a challenge +``` +This grammar can be used to generate prompts for creating the different elements of the dungeon, such as weapons, monsters, and treasures, by specifying the type name and place where they are found. The language model can then use these prompts to generate descriptions or other information about each element. The proof engine can verify that the generated elements fit within the constraints of the dungeon and that the path through it is coherent and consistent. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_143.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_143.txt new file mode 100644 index 0000000..cc1f84f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_143.txt @@ -0,0 +1,196 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" + + ::= + { "-and->" } + + ::= + [ "with a" ] + + ::= + [ "in" ] + + ::= "entrance" | "middle room" | "boss room" | "treasure room" + + ::= + { "connected to" } + + ::= + [ "in the" ] + + ::= | "of" + + ::= "country" | "region" | "city" | "street" | "house" | "building" + | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" + | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" + | "hideout" + + ::= [ "with a" ] + + ::=
{ "and" } + + ::= | + + ::= { "and" } + +
::= "a" | "an" | "the" + + ::= "monster" | "trap" | "treasure" | "puzzle" | "quest" + | "challenge" | "theme" | "drama" | "music" | "art" + | "secret" | "occult" | "reveal" | "hero journey" + + ::= "deadly" | "devious" | "valuable" | "mysterious" + | "exciting" | "dangerous" | "spooky" | "haunted" + | "magical" | "legendary" +``` +This grammar allows for generating a variety of prompts that can be used to create a dungeon, starting from the entrance and going all the way to the end. The `` nonterminal represents a single room in the dungeon, which can have one or more features associated with it. The `` nonterminal describes the type of room and its location, while the `` nonterminal describes the region of the dungeon where the room is located. + +The `` nonterminal allows for generating prompts that include features associated with a room, such as monsters, traps, treasures, puzzles, quests, challenges, themes, dramas, music, art, secrets, occult objects, reveals, or hero journeys. These features can have one or more properties associated with them, which are described using adjectives. + +The `` and `` nonterminals include a list of words that can be used to describe the different elements of a dungeon. The grammar allows for generating prompts that include combinations of these nouns and adjectives, creating a diverse set of prompts that can be used to create a unique and interesting dungeon. + +Overall, this EBNF grammar provides a flexible and extensible way to generate prompts for creating a dungeon, allowing for a variety of different paths through the dungeon and a range of features and properties to be included. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_144.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_144.txt new file mode 100644 index 0000000..31f4655 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_144.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | empty + +path\_segment ::= "move" verb "from" place "to" place + +verb ::= "north" | "south" | "east" | "west" | "up" | "down" + +place ::= (type\_name "with a" type\_term) | (top\_term "connected to" top\_term) + +type\_name ::= "room" | "corridor" | "chamber" | "passage" + +type\_term ::= "trap" | "locked door" | "secret door" | "puzzle" + +top\_term ::= "entrance" | "exit" | "junction" + +empty ::= epsilon + +This grammar defines a path as a series of connected path segments, where each segment represents moving from one place to another. The places can be described by either their type (e.g., a room) and an additional term (e.g., with a trap), or by being connected to other places (e.g., the entrance is connected to a corridor). The verb in each segment indicates the direction of movement, and can be one of six possible directions: north, south, east, west, up, or down. + +Here are some example prompts that could be generated using this grammar: + +* Move from a room with a locked door to a corridor connected to an exit +* Move from the entrance connected to a junction to a passage with a trap +* Move from a room to a chamber connected to a secret door +* Move from the entrance to a corridor, then move east to a room +* Move from the entrance to a corridor, then move up to a room +* Move from a room with a puzzle to an exit connected to a junction + +By combining and modifying the elements of this grammar, it is possible to generate many different types of prompts for creating a variety of dungeon features and challenges. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_145.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_145.txt new file mode 100644 index 0000000..837b816 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_145.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = {room | corridor}* + +room = "You are in a room with exits to the " {exit}* ". There is also " {feature}*. What do you do?" + +exit = "north", "south", "east", or "west" + +feature = "a door to the " exit | "a treasure chest" | "a monster lurking in the shadows" + +corridor = "You are in a corridor leading " {direction}* ". There is also " {feature}*. What do you do?" + +direction = "north", "south", "east", or "west" + +This grammar defines a dungeon as a series of rooms and corridors. Each room has exits to other rooms, and may contain various features such as doors, treasure chests, or monsters. Similarly, each corridor leads in a specific direction and may also contain features. The prompt generated by this grammar asks the player what they want to do in the current location, giving them the option to explore different exits or interact with the features present. + +This is just one example of how such a grammar could be defined. There are many other ways to design a grammar for generating prompts for creating a dungeon, depending on the specific needs and goals of the project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_146.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_146.txt new file mode 100644 index 0000000..79c7061 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_146.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path = [room]*; + +room = "start in" place ";" description; + +place = identifier | (identifier "connected with" identifier); + +description = "[a description of the room]"; + +identifier = WORD; + +WORD = [A-Za-z]+; +``` +This grammar defines a `path` as a sequence of one or more `room`s. A `room` consists of starting in a `place`, followed by a description. A `place` can be either a single identifier, or two identifiers connected with the word "connected". The description is simply a string enclosed in square brackets. + +Here is an example of a path generated using this grammar: +``` +start in Entrance Hall; [A grand hall with high ceilings and a long table covered in maps and scrolls.] + -> start in Kitchen; [A small, cramped room filled with pots and pans. The smell of fresh bread fills the air.] + -> start in Treasure Room; [A dark, musty room lined with shelves. A glinting treasure chest sits in the corner.] + -> end path; +``` +This grammar could be expanded to include more complex elements, such as monsters, traps, and puzzles. It could also be modified to generate different types of paths, such as a list of quests or a series of battles. The possibilities are endless! +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_147.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_147.txt new file mode 100644 index 0000000..adce7ed --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_147.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```rust + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= * + ::= "Entering the dungeon at the" + ::= "Moving through the" "and encountering a" + ::= "Reaching the end of the dungeon at the" +``` +To generate a prompt, start with ``, followed by a specific ``, ``, and ``. For example: +```bash +Imagine composing a hero journey in a monster-filled dungeon connected with the city. +``` +To generate a path through the dungeon, use the `` production. This will create a prompt that starts at the entrance of the dungeon, moves through various rooms and encounters different types of challenges, and ends at a specific location. For example: +```bash +Entering the dungeon at the entrance, moving through the dark cave and encountering a treasure chest, moving through the winding labyrinth and encountering a fearsome monster, reaching the end of the dungeon at the hidden treasure room. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_148.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_148.txt new file mode 100644 index 0000000..936579a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_148.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = place, { connector, place } + +place = "the" (entrance | room | hallway | treasure_chest | boss_room) + +connector = "connected with" | "leading to" | "opening up to" + +entrance = "entrance" + +room = [adjective] "room" + +hallway = "hallway" + +treasure\_chest = "treasure chest" + +boss\_room = "boss room" + +adjective = "dark" | "secret" | "hidden" | "dangerous" | "magical" | "enchanted" + +This grammar defines a path as a series of connected places, starting with the entrance and ending at the boss room. Each place can be modified by an adjective to add more detail and variety to the generated prompts. The connector between each place is optional and adds additional variation. + +Here is an example of a prompt that could be generated using this grammar: + +Imagine the simulation its execution. Imagine running the code and all the output it would generate. Consider creating a path through the dungeon starting at the dark entrance, leading to a hidden room with a treasure chest, connected with a secret hallway, opening up to a dangerous boss room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_149.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_149.txt new file mode 100644 index 0000000..f41e982 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_149.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: +```less +dungeon-prompt ::= "Imagine" "a" type-name "path" from-location "to" to-location +type-name ::= "quest" | "monster" | "treasure" | ... +from-location ::= location | "the entrance" +to-location ::= location | "the end" +location ::= place | type-name "in" place +place ::= "country" | "region" | "city" | "street" | "house" | ... +``` +In this grammar, `dungeon-prompt` is the start symbol and represents a prompt to imagine a specific type of object (e.g. quest, monster, treasure) along a path between two locations. The `type-name` nonterminal can be expanded to any of the specific types of objects that the dungeon generator is capable of creating. The `from-location` and `to-location` nonterminals represent the starting and ending points of the path, respectively. These can be either a specific location (e.g. "the castle") or one of the special values "the entrance" or "the end". + +The `location` nonterminal represents a location in the dungeon that is specified by a type of object and a place. For example, "a monster in the forest" would be a valid location. Finally, the `place` nonterminal can be expanded to any of the specific places in the dungeon (e.g. country, region, city, street, house). + +This grammar can be used to generate prompts by expanding the nonterminals according to their definitions. For example, a prompt to imagine a monster path from "the entrance" to "the end" that goes through a castle and a forest could be generated as follows: +```vbnet +Imagine a monster path from the entrance to the end going through a castle connected with a forest +``` +This prompt can then be used as input to the dungeon generator to produce a description of the desired path. By generating multiple prompts using this grammar, it is possible to create a variety of different paths and objects in the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_15.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_15.txt new file mode 100644 index 0000000..9915ed0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_15.txt @@ -0,0 +1,153 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [entrance room+ exit] +entrance ::= "Imagine entering the dungeon through " place +room ::= "Consider exploring a room with type " type\_name +exit ::= "Draw an exit leading to " place +type\_name ::= weapon | spell | artifacts | magic items | treasure | monster | quest | challenge | theme | drama | music | art | secrets | occult | reveal | hero journey +place ::= the country | the region | the city | the street | the house | the building | the dungeon | the labyrinth | the cave | the swamp | the room | the hallway | the chest | the bag | the wallet | the vault | the keep | the hideout | platos cave | garden of eden | the river styx | the restaurant at the end of the universe + +This grammar describes a dungeon as a series of connected rooms, with each room having a specific type. The entrance to the dungeon is also specified, as well as an exit leading to another location. The place and type\_name non-terminals can be further defined as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_150.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_150.txt new file mode 100644 index 0000000..367f4f8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_150.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```ruby +path ::= entrance room* end +entrance ::= "the entrance" +room ::= room_type room_description +room_type ::= "a" type_name | "the" type_name +type_name ::= "normal" | "secret" | "boss" +room_description ::= description +description ::= "with" description_detail* +description_detail ::= "a" verb "of" object | + "connected to" room_reference | + place_reference | + "filled with" treasure_list +verb ::= "dark" | "cold" | "moist" | "dank" +object ::= "monster" | "trap" | "treasure" | "quest" +room_reference ::= "the next room" | "a random room" +place_reference ::= "a treasure chest" | "an altar" | "a pit" +treasure_list ::= treasure ("," treasure)* | empty +treasure ::= "gold coins" | "magic scrolls" | "rare artifacts" +empty ::= "" +end ::= "the end of the dungeon" +``` +This grammar defines a path as starting at an entrance, followed by zero or more rooms, and ending at the end of the dungeon. Each room is defined as having a type and a description, where the type can be normal, secret, or boss, and the description is one or more details that describe the room's features, such as monsters, traps, treasures, or quests. The details are specified using verbs and objects, and rooms can be connected to each other or to special places like treasure chests and pits. Finally, the end of the path is defined as the end of the dungeon. + +Note that this grammar is just an example, and there are many ways it could be extended or modified to suit different needs. For example, it could be expanded to include more complex features like branching paths, puzzles, or non-linear layouts, or it could be restricted to generate simpler or more predictable dungeons. Ultimately, the choice of grammar will depend on the desired level of complexity and randomness in the generated dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_151.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_151.txt new file mode 100644 index 0000000..956dec8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_151.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a textual description of a path through a dungeon: +```vbnet +path = (room | hallway | staircase)*, treasure?; + +room = "You find yourself in a dimly lit room with walls made of {wall_material}." + "There is a door to the {direction}." + "In the center of the room, there is a {furniture}." + "On the {furniture}, you see a {treasure}."; + +hallway = "You walk down a long and narrow hallway with walls made of {wall_material}." + "At the end of the hallway, there is a door to the {direction}."; + +staircase = "You come across a set of {number} stairs leading {direction}."; + +treasure = "There is a chest at the foot of the stairs containing {loot}."; + +wall_material = "stone" | "brick" | "wood"; +furniture = "table" | "chair" | "bench"; +loot = "gold coins" | "magic potion" | "rare artifact"; +number = "a few" | "several" | "many"; +direction = "north" | "south" | "east" | "west"; +``` +This grammar defines a `path` as a sequence of `room`, `hallway`, and `staircase` elements, with an optional `treasure` at the end. Each of these elements has a textual description that includes variables (such as `{wall_material}`) that can be replaced with different values to generate variations on the description. + +The `wall_material`, `furniture`, and `loot` variables are defined using a simple choice between different options, while the `number` and `direction` variables use more complex expressions involving multiple options. + +To generate a path through the dungeon, you can start with an empty `path` and then repeatedly apply rules from the grammar to add new elements until you reach the end of the dungeon (which might be marked by the presence of a `treasure`). You can use a random number generator or other algorithmic techniques to choose between different options at each step, in order to create a diverse range of paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_152.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_152.txt new file mode 100644 index 0000000..1818c1a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_152.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```less +path = {room | corridor}* + +room = "You enter a room with " type_name ". " description ";. " + | "You enter a room with " type_name ", which is a " place ". " description ";. " + +corridor = "You walk down a " length " " adjective " corridor, leading to " {room | corridor}* "."; + +type_name = weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey + +place = country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos_cave | garden_of_eden | river_styx | restaurant_at_the_end_of_the_universe + +length = short | medium | long + +adjective = dark | twisting | narrow | winding | damp | eerie + +description = "It's " {adjective} ". There are " number " of " type_name " and " number " monsters in the room." + | "You see a " type_name " on a pedestal, guarded by a " monster ". It seems to be emitting a faint " color " glow." + | "As you enter the room, you hear " number " other adventurers whispering about " subject ." +``` +This grammar can be used to generate prompts for creating rooms and corridors with various elements of a fantasy role-playing game setting. The `type_name` and `place` nonterminals are defined in the code you provided, and you can add more options or definitions as needed. The `length`, `adjective`, and `description` nonterminals allow for some variation in the generated corridors and rooms. + +You can use a parser generator tool like ANTLR or Yacc to generate a parser from this grammar, which can then be used to generate prompts programmatically. You can also modify the grammar to generate other types of content, such as descriptions for art or music, or quest objectives. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_153.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_153.txt new file mode 100644 index 0000000..730319d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_153.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon-prompt = "Imagine a path through a dungeon from the entrance to the end with:" + "\n\tNumber of turns: {int}," + "\n\tList of encounters: {"encounter ("," encounter)*}," + "\n\tList of treasures: {"treasure ("," treasure)*}," + "\n\tList of obstacles: {"obstacle ("," obstacle)*}" + "\nPlease generate a variant array of size {int}." + +encounter = "A {type_name} called '{name}' with {description}" + +treasure = "A treasure called '{name}' worth {value} gold pieces" + +obstacle = "An obstacle called '{name}' with {description}" + +type_name = "weapon" | "spell" | "artifact" | "magic item" + +name = [a-zA-Z]+ + +description = [a-zA-Z0-9\s.,!?]+ + +value = [0-9]+ + +int = [0-9]+ +``` +This grammar includes non-terminals for the overall prompt (dungeon-prompt), encounters, treasures, and obstacles. It also includes terminals for different types of items in the dungeon, as well as names, descriptions, and values. The grammar uses curly braces to indicate optional elements and square brackets to indicate a set of possible values. + +Using this grammar, you can generate prompts like: +```makefile +Imagine a path through a dungeon from the entrance to the end with: + Number of turns: 5, + List of encounters: {A weapon called 'Sword of Truth' with A powerful sword forged in the heart of a volcano, + List of treasures: {A treasure called 'Golden Chalice' worth 100 gold pieces, + List of obstacles: {An obstacle called 'The Labyrinth' with A confusing maze filled with dead ends and traps} +Please generate a variant array of size 3. +``` +You can extend this grammar to include more details about the dungeon, such as rooms, corridors, traps, puzzles, NPCs, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_154.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_154.txt new file mode 100644 index 0000000..ce0575c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_154.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= + + + ::= | + + ::= [] + + ::= "You are in a " " with a " " called " "." + + ::= "The room contains:" "." + + ::= ["," ]* | "" + + ::= "to the " + + ::= "north" | "south" | "east" | "west" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" + | "art" | "secret" | "occult" | "reveal" | "hero journey" + + ::= + + ::= [a-zA-Z0-9]+ +``` +This grammar allows for the generation of a dungeon as a sequence of paths, where each path consists of a room followed by an optional direction and another path. Rooms are described using a type name, a name, and a place, and may optionally contain a list of items. The `` non-terminal allows for the generation of directions to move in (north, south, east, or west), while the `` non-terminal allows for the generation of various types of things that can be found in a room. + +This grammar is just an example and could be expanded or modified to suit your needs. It should give you a starting point for generating prompts for creating a dungeon using a language model and a proof engine combined via adaptive language agent architecture. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_155.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_155.txt new file mode 100644 index 0000000..2e8727a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_155.txt @@ -0,0 +1,189 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" "the" + + ::= [] + + ::= "to" + + ::= "creating" | "placing" | "designing" + + ::= | "with a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= [", ..."] + + ::= | "up" | "down" | "left" | "right" + | "forward" | "backward" + + ::= | | + + ::= "the" + + ::= "country" | "region" | "city" | "street" + | "house" | "building" | "dungeon" | "labyrinth" + | "cave" | "swamp" | "room" | "hallway" + | "chest" | "bag" | "wallet" | "vault" + | "keep" | "hideout" | + + ::= [] + + ::= [] + + ::= "full of" | "containing" + | "with" | + + ::= [", " ] + + ::= [", " ...] +``` +This grammar generates prompts for creating different elements of a dungeon, such as weapons, spells, monsters, and quests, by specifying the type of element, the action to be taken, and the location or environment in which it is found. The `` non-terminal allows for generating prompts for multiple connected locations, while the ``, ``, and `` non-terminals allow for varying the type of action, element, and location, respectively. + +For example, a prompt generated from this grammar might be: "Imagine the path from the entrance to the treasure room creating weapons with magical properties in a dark and damp cave filled with traps and puzzles." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_156.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_156.txt new file mode 100644 index 0000000..79e8c2e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_156.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine" "a" "in" "on" "
" + * + + ::= "dungeon" | "room" | "corridor" | "monster" | "treasure" | ... + + ::= "the" ( "connected" "to" )? + + ::= "leading" | "blocking" | "protecting" | "hiding" | ... + + ::= "It has" "
" + | "It is" "
" + | "There are" "of" "
" + | ... + + ::= "entrance" | "exit" | "intersection" | "dead end" | ... + + ::= "a" ( "of" )? + + ::= "dark" | "damp" | "narrow" | "twisting" | ... + + ::= + + + ::= "traps" | "puzzles" | "guards" | "secrets" | ... + + ::= "large" | "small" | "wide" | "tall" | ... + + ::= "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" +``` +This grammar can be used to generate prompts for creating different elements of a dungeon, such as rooms, corridors, monsters, and treasures. The `` nonterminal can be expanded to include all the different types of elements that can appear in a dungeon. The `` nonterminal describes the location of the element within the dungeon, and the `` nonterminal describes what the element is doing. + +The `` nonterminal can be expanded to include all the different properties, adjectives, items, and descriptors that can be used to describe an element. The ``, ``, ``, ``, and `` nonterminals can also be expanded as needed. + +This grammar is just an example, and it can be customized or extended to suit the specific needs of your dungeon generator. The key is to break down the process of creating a dungeon into smaller steps, and to provide enough detail in each prompt to guide the generation of the dungeon elements. By following this approach, you can create a wide variety of dungeons that are both diverse and interesting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_157.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_157.txt new file mode 100644 index 0000000..61ea84e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_157.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +Entrance ::= "the entrance" | "the beginning of the dungeon" +End ::= "the end of the dungeon" | "the treasure room" +Path ::= Entrance Room* End +Room ::= "a room connected to" Path +RoomDescription ::= "a dark and damp room with a single torch on the wall" | "a spacious room with high ceilings and a grand fireplace" +RoomDetails ::= RoomDescription | RoomDescription "with a" Obstacle +Obstacle ::= "hidden door" | "monster guarding the way" | "puzzle to solve" +Prompt ::= "Imagine creating a room " RoomDetails ", what does it look like? What challenges does it present?" + +This grammar allows for generating prompts that ask the user to imagine and describe different rooms in a dungeon, each with its own set of obstacles or challenges. The path through the dungeon is generated by starting at the entrance and connecting each room to the next one until reaching the end (or treasure room). This can be used as a starting point for generating more complex prompts that include other elements of a typical RPG setting, such as weapons, spells, artifacts, treasures, monsters, quests, and other elements. + +For example, using this grammar, you could generate the following prompt: "Imagine creating a room a spacious room with high ceilings and a grand fireplace with a hidden door, what does it look like? What challenges does it present?" + +This prompt asks the user to imagine a specific type of room (a spacious room with high ceilings and a grand fireplace) that has a specific obstacle (a hidden door), and to describe what it looks like and what challenges it presents. This can help guide the user in creating a more detailed and engaging dungeon environment, while also providing an opportunity for creative expression. + +It is important to note that this grammar is just an example, and can be modified or expanded as needed to generate prompts that are better suited to your specific needs. Additionally, it can be combined with other grammars or elements to generate more complex prompts that include a wider range of elements and challenges. + +In summary, the EBNF grammar provided is just an example, but it can be used as a starting point for generating prompts that ask the user to imagine and describe different rooms in a dungeon, each with its own set of obstacles or challenges. This can help guide the user in creating a more detailed and engaging dungeon environment, while also providing an opportunity for creative expression. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_158.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_158.txt new file mode 100644 index 0000000..bebceb8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_158.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= * + ::= + ::= "the " ( | "entrance" | "exit") + ::= (with a ) + ::= "lair" | "crypt" | "chamber" | ... + ::= "dark" | "hidden" | "ancient" | ... + ::= "connected by a " + ::= "corridor" | "tunnel" | "stairway" | ... + ::= | | +``` +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at the entrance and ending at the exit. It includes the ability to specify the type and features of each room in the path, as well as the connections between them. The `` nonterminal can be used to generate prompts for individual rooms or connections, which could be useful for generating additional content beyond a single path through the dungeon. + +For example, using this grammar, one possible prompt might be: "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : connected by; Type Name: ancient crypt with a secret passage; Place: entrance leading to first chamber. What is your response? Please generate variant array of size 3." + +This prompt could be used to generate three different variations on a connection between the entrance and a first chamber, with the type name "ancient crypt with a secret passage" and the place being "entrance leading to first chamber". The language model would then generate three different descriptions of this connection based on the given context. This process could be repeated for each room and connection in the dungeon, allowing for the generation of a wide variety of content that can be used to build out the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_159.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_159.txt new file mode 100644 index 0000000..d8546d8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_159.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" "a path" "through" "the" dungeon, + starting "at" entrance and going "all the way to" exit. +entrance ::= "the" "entrance", + | place. +exit ::= "the" "exit", + | place. +dungeon ::= type_name, + | type_name "with a" type_name2. +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | + "treasure" | "monster" | "quest" | "challenge". +type_name2 ::= "theme" | "drama" | "music" | "art" | + "secrets" | "occult" | "reveal" | "hero journey". +place ::= "the country" | "the region" | "the city" | + "the street" | "the house" | "the building" | + "the dungeon" | "the labyrinth" | "the cave" | + "the swamp" | "the room" | "the hallway" | + "the chest" | "the bag" | "the wallet" | + "the vault" | "the keep" | "the hideout" | + "platos cave" | "garden of eden" | "the river styx" | + "the restaurant at the end of the universe". +``` +This grammar includes rules for generating a `dungeon-prompt`, which is the main prompt that asks the user to imagine a path through the dungeon. The `entrance` and `exit` nonterminals can be either the entrance or exit of the dungeon, or a specific place within it. The `dungeon` nonterminal can be either a single type name, or a type name with an additional `type_name2`. Finally, the `place` nonterminal includes all the possible places in the dungeon that could be used to generate prompts. + +Note: This grammar is just one example and there are many ways it can be further expanded and customized based on the specific requirements of the application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_16.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_16.txt new file mode 100644 index 0000000..6a0c44c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_16.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= [room | hallway | staircase | treasure_room] +room ::= "Enter room" id room_description exit +id ::= [a-zA-Z]+ +room_description ::= [a-zA-Z0-9 ,.!?]+ +exit ::= ["Exit to the" direction] | ["Find yourself back at the" previous_location] +direction ::= "north" | "south" | "east" | "west" | "up" | "down" +previous_location ::= [a-zA-Z]+ +hallway ::= "Walk down the" description hallway_exit +description ::= [a-zA-Z0-9 ,.!?]+ +hallway_exit ::= ["to room" id] | ["to staircase"] | ["to the entrance"] +staircase ::= "Climb up/down the" description stairs_destination +stairs_destination ::= ["to floor" level] | ["back to floor" previous_level] +level ::= [1-9]+ +treasure_room ::= "Discover a treasure room filled with" description +``` +This grammar generates a path through the dungeon by starting at the entrance and then moving from room to room, hallway to hallway, etc. Each location (room, hallway, staircase, or treasure room) has a unique identifier and a description. When leaving a location, the next location is specified as either another location or the entrance. + +The grammar also allows for multiple levels of the dungeon by including staircases that lead up or down to different floors. The level number is represented as an integer between 1 and 9. + +Additionally, the grammar includes a treasure room, which is filled with a description of treasures found there. + +This is just one example of how you could generate prompts for creating a dungeon using a grammar. You can modify or expand this grammar as needed to fit your specific requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_160.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_160.txt new file mode 100644 index 0000000..1289b06 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_160.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-prompt ::= "Imagine" "a" dungeon-type "with" dungeon-features "in" place +dungeon-type ::= "dungeon" | "labyrinth" | "maze" | "cave" | "castle" | "keep" +dungeon-features ::= (dungeon-feature ",")* ["," | "and"] +dungeon-feature ::= "monsters" | "traps" | "puzzles" | "secrets" | "treasures" +place ::= "the" (location | direction)+ +location ::= "country" | "region" | "city" | "village" | "town" | "building" | "room" +direction ::= "entrance" | "exit" | "passage" | "corridor" | "hallway" | "staircase" | "door" +``` +This grammar describes a prompt that starts with the word "Imagine", followed by a type of dungeon, and then a list of features that the dungeon might have. The place where the dungeon is located is also specified, in terms of a sequence of locations and directions. + +Here's an example of how this grammar could be used to generate a prompt for creating a dungeon: +```vbnet +Imagine a labyrinth with monsters, traps, and secrets in the country at the entrance connected with a winding passage and a guarded door leading to the main hall. +``` +This prompt instructs the language model to generate a description of a labyrinth that has monsters, traps, and secrets, located in the country near the entrance. The labyrinth is connected to a winding passage and a guarded door, which leads to the main hall. + +The grammar can be further expanded to include more details about the dungeon, such as its theme, music, and art. It can also be used to generate prompts for creating individual rooms or areas within the dungeon, as well as quests and challenges that players might encounter. The possibilities are endless! +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_161.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_161.txt new file mode 100644 index 0000000..7e3ca07 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_161.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon ::= [path]+ +path ::= "From" place "to" place ["via"] [path-element]* +place-element ::= type_name ["with a" type_name] ["connected to" place] +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_name ::= top_term | simple_term +top_term ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" +simple_term ::= +``` +In this grammar, a dungeon is represented as one or more paths through the dungeon. Each path starts at a place and ends at another place, and may include one or more place-elements along the way. A place-element is a type of object or feature that can be found in the dungeon, such as a weapon, spell, artifact, monster, etc. Each place-element is represented by a type\_name, which can either be a simple term (such as "door" or "key") or a top-level term (such as "imagine" or "consider"). + +This grammar allows for a lot of flexibility in generating prompts, since it includes a wide range of possible terms and elements that could be included in a dungeon. By using this grammar to generate prompts, you can create a diverse and interesting set of challenges and obstacles for players to overcome as they explore the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_162.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_162.txt new file mode 100644 index 0000000..245a656 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_162.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= { room | hallway } end +room ::= "Enter room" [number] "with" description +hallway ::= "Walk down the" direction "hallway" [number] "connected to" room +direction ::= "north" | "south" | "east" | "west" +description ::= { adjective } noun +adjective ::= "dark" | "damp" | "creaky" | "ancient" +noun ::= "corridor" | "chamber" | "passage" | "vault" +number ::= "1st" | "2nd" | "3rd" | "4th" | "5th" +end ::= "Reach the end of the dungeon" + +This grammar defines a dungeon as a series of rooms and hallways. Each room is described with a series of adjectives followed by a noun, such as "dark chamber" or "ancient vault". Hallways connect two rooms and are also described with a direction. The dungeon ends when the player reaches the end of the final hallway. + +Using this grammar, you can generate prompts for creating a dungeon by randomly selecting elements from each non-terminal in the grammar. For example, a prompt generated using this grammar might look like: + +Enter the damp corridor with a creaky passage. Walk down the north hallway connected to the ancient chamber. Reach the end of the dungeon. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_163.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_163.txt new file mode 100644 index 0000000..8929067 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_163.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```less +path := place "connected to" place ";" +place := type_name "with a" type_name +type_name := "room" | "hallway" | "chest" | ... +verb := "traverse" | "explore" | "navigate" | ... +``` +This grammar can be used to generate prompts by combining the different non-terminals in various ways. For example, a prompt for generating a path through a dungeon could be: +```vbnet +"Imagine traversing a room with a treasure chest connected to a hallway with a monster." +``` +This prompt can be generated using the grammar by instantiating `type_name` as "room" and "hallway", respectively, and `verb` as "traverse". The `place` non-terminal is instantiated as two different paths: "a room with a treasure chest" and "connected to a hallway with a monster". + +You can extend this grammar by adding more non-terminals for other elements of the dungeon, such as monsters, treasures, quests, etc. You could also add more variation in the verbs used to describe actions taken in the dungeon and the types of places that are connected. + +Additionally, you can create multiple paths by using a loop construct and generating different combinations of places and verbs for each iteration. This will result in multiple prompts being generated, which can then be used as input to your language model. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_164.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_164.txt new file mode 100644 index 0000000..63345b2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_164.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine" + + ::= "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + + ::= | "doing" + + ::= | "specify" | "encode" | "code" | "program" | "prove" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + + ::= "role-play" + + ::= | "of size" + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | "connected with" + + ::= | "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the maze" | "the cave" | "the tower" | "the castle" | "the fortress" | "the ruin" | "the temple" | "the tomb" | "the pyramid" | "the shrine" | "the sanctuary" | "the catacombs" | "the coliseum" | "the arena" | "the hall" | "the room" | "the chamber" | "the corridor" | "the passageway" | "the entrance" | "the exit" | "the goal" | "with a" + + ::= "path" | "room" | "corridor" | "passage" | "entrance" | "exit" | "goal" | "feature" + + ::= "trap" | "puzzle" | "monster" | "treasure" | "secret" | "door" + + ::= [0-9]+ +``` +This grammar can be used to generate prompts for creating a dungeon by starting with the `` nonterminal and expanding it using the production rules. The resulting string can then be used as a prompt for generating content for the dungeon. + +For example, here is a possible prompt generated from this grammar: + +Imagine considering specifying a weapon with a magic item in a room connected with a labyrinth. + +This prompt could be used to generate a magical weapon that is found in a room that is part of a larger labyrinth. The weapon could have special properties or abilities that make it valuable or useful for the player character. + +By using this grammar, we can systematically generate prompts for creating different parts of the dungeon, such as rooms, corridors, traps, puzzles, monsters, and treasures. This can help us create a diverse and interesting dungeon that challenges and rewards the players. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_165.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_165.txt new file mode 100644 index 0000000..5f2a803 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_165.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= | + ::= + + ::= + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= + ::= "You enter a room. " "There is an exit to the " "." + ::= + + ::= ()* + ::= "The" | "A" | | + ::= "is" | "are" | "has" | "have" | "can see" | "finds" + ::= |
+ + ::= | | + ::= "the" | "a" | "an" | + ::= "entrance" | "exit" | "monster" | "treasure" | "door" | "wall" | "floor" | "ceiling" | "corner" | "passage" | "statue" | "painting" | "table" | "chair" | "bed" | "chest" | "key" +
::= "the" | "a" | "an" + ::= "red" | "green" | "blue" | "big" | "small" | "dangerous" | "shiny" + ::= "in" | "on" | "under" | "behind" | "next to" + ::=
+ + ::= "having" + ::= "eaten" | "drunk" | "read" | "written" | "visited" + ::= "that is" +``` +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at the entrance and ending at a specific location. The path is made up of multiple segments, each of which describes moving in a particular direction and includes some descriptive text. Rooms along the path have an exit in a certain direction and more detailed descriptions of their contents. + +The grammar uses non-terminals (e.g., ``, ``) to represent different parts of the generated text, and terminals (e.g., `"north"`, `"monster"`) to represent specific words or phrases that can appear in the text. The grammar also includes a number of rules that define how the non-terminals and terminals can be combined to form valid prompts. + +The above grammar is just an example, and it could be modified or extended to generate different types of prompts or to include additional details about the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_166.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_166.txt new file mode 100644 index 0000000..2d27840 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_166.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "go" direction room\_description + +direction ::= "north" | "south" | "east" | "west" | "up" | "down" + +room\_description ::= room\_name room\_type room\_contents + +room\_name ::= any string that describes a room in the dungeon + +room\_type ::= "regular" | "boss" | "treasure" | "secret" + +room\_contents ::= list of objects or monsters found in the room + +This grammar allows for generating prompts that describe moving through different parts of the dungeon, including the direction to go, a description of the room, and any special features it might have. The ε symbol represents an empty path segment, allowing for variation in how many rooms are described at once. This is just one example of a grammar that could be used, and it can be expanded or modified based on the specific needs of the project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_167.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_167.txt new file mode 100644 index 0000000..80a0688 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_167.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= { } + ::= "the" + ::= "a" + ::= { } "corridor" | "room" + ::= | "magical" | "dark" | "twisting" | "narrow" | "secret" + ::= "weapon" | "spell" | "artifact" | "treasure" | "monster" | "quest" +``` +This grammar defines a path through the dungeon as a series of rooms connected by corridors. Rooms and corridors are described using adjectives, which can include specific type names such as weapons or treasures, as well as more general descriptive terms like "magical" or "dark." This grammar could be used to generate prompts for creating a variety of different rooms and corridors by expanding the possible values for the various non-terminal symbols. + +Here is an example of how this grammar might be used to generate a prompt for creating a dungeon: +``` +Imagine building a fantasy role-playing game dungeon with a large language model and a proof engine combined via adaptive language agent architecture. In this context, please generate a variant array of size 3 for the following context: Verb: create; Type Name: treasure; Place: the room connected with the corridor. + +The first element in the array should be "the golden chest room" +The second element in the array should be "a dark and mysterious corridor leading to the enchanted treasure room" +The third element in the array should be "the secret artifact chamber" +``` +This prompt asks the language model to generate three different descriptions for a room with a treasure in it, as well as a description of the corridor leading to that room. The adjectives used in these descriptions (e.g. "golden," "enchanted") are chosen based on the non-terminal symbols defined in the grammar. By using this grammar to generate prompts, we can ensure that the language model produces descriptions that are consistent with the overall structure of the dungeon and the types of objects and creatures that might be found within it. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_168.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_168.txt new file mode 100644 index 0000000..5dec105 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_168.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +dungeon_prompt = "Imagine a", place, "connected with", place, "containing a", type_name, "doing", verb, "." +place = "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +type_name = "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +verb = "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +``` +The `dungeon_prompt` nonterminal represents a prompt for creating a part of the dungeon. It consists of a place, which is connected to another place and contains a type of thing (a weapon, spell, etc.) that is doing something (role-playing, being specified, etc.). The `place`, `type_name`, and `verb` nonterminals are defined as lists of possible values. + +This grammar can be used to generate prompts for creating a dungeon by recursively expanding the `dungeon_prompt` nonterminal using the production rules until only terminals remain. The resulting string can then be used as a prompt for generating content for the dungeon. + +For example, one possible expansion of the `dungeon_prompt` nonterminal might be: +```vbnet +"Imagine a platos cave connected with a garden of eden containing a treasure doing program." +``` +This prompt could then be used to generate content for a part of the dungeon that is a "platos cave" connected to a "garden of eden" and contains a "treasure" that is "programming" something. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_169.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_169.txt new file mode 100644 index 0000000..c5fdf1a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_169.txt @@ -0,0 +1,154 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "path" from_location "to" to_location ";" +type_name -> "path" | "room" | "monster" | "treasure" | "trap" | "puzzle" +from_location -> place +to_location -> place +place -> "entrance" | "exit" | "intersection" | "dead_end" | "chamber" | "corridor" +``` +This grammar defines a prompt as consisting of the word "Imagine", followed by "a" and a type name, which can be one of several different types of elements that might be found in a dungeon. The prompt then specifies a starting location and an ending location for the path being described. The starting and ending locations are specified using place names, such as "entrance" or "exit". + +This is just one example of how a grammar for generating prompts for creating a dungeon might be defined. Other grammars could include additional elements or structure the generation of prompts in different ways. The important thing is to define a set of rules that can be used to generate a wide variety of prompts, each of which will provide enough context and direction to guide the creation of a unique and interesting element for the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_17.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_17.txt new file mode 100644 index 0000000..58c5a68 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_17.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path-segment* + +path-segment ::= "Enter" room +| room "connected to" room +| room "contains" treasure + +room ::= [type-name] [description] + +treasure ::= artifact | magic-item | treasure-chest + +artifact ::= [adjective]* "artifact" + +magic-item ::= [adjective]* "magic item" + +treasure-chest ::= "treasure chest" + +[type-name] ::= + +[description] ::= + +[adjective] ::= + +This grammar can generate prompts for creating a path through the dungeon by recursively generating segments of the path. Each segment is either an entry into a new room, a description of how two rooms are connected, or a discovery of treasure in a room. The type-name and description components allow for variation in the types of locations and objects found in the dungeon, while the adjective component allows for further variation in the appearance and properties of artifacts and magic items. + +For example, using this grammar, we could generate a prompt such as: +``` +"Enter dark cave connected to damp tunnel contains treasure chest" +``` +or +``` +"Enter magical laboratory with bubbling beakers connected to secret library containing ancient scrolls" +``` +These prompts can then be used to generate text describing the dungeon, which could be used as input to a language model or other AI system for further processing. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_170.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_170.txt new file mode 100644 index 0000000..a8c98f8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_170.txt @@ -0,0 +1,190 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine" "a" + + ::= ( "then" )? + + ::= "" "with" + + ::= "in" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= | + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" | "the bag" + | "the wallet" | "the vault" | "the keep" | "the hideout" + | "plato's cave" | "garden of eden" | "the river styx" + | "the restaurant at the end of the universe" + + ::= "connected with" + + ::= ( "; and" )* + + ::= "" + + ::= "lighting" | "atmosphere" | "structure" | "layout" + | "contents" | "enemies" | "puzzles" | "traps" + | "rewards" | "secrets" + + ::= "is" | "has" | "contains" | "holds" | "hides" | "guards" + | "powers" | "unlocks" + + ::= ( "," )* ( "of" )? + + ::= any descriptive word or phrase + + ::= any noun or noun phrase related to the feature name +``` +This grammar allows for generating prompts that describe a sequence of rooms in a dungeon, starting from the entrance and going all the way to the end. Each room is described by its type, name, and features, such as lighting, atmosphere, structure, layout, contents, enemies, puzzles, traps, rewards, and secrets. The features are further described by adjectives and nouns that provide more detail about the feature. + +By using this grammar to generate prompts for creating a dungeon, you can ensure that each room is described in a consistent way, making it easier to understand and navigate the dungeon. Additionally, by varying the type, name, and features of each room, you can create a wide variety of dungeons with different themes, challenges, and rewards. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_171.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_171.txt new file mode 100644 index 0000000..011d459 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_171.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine a path from the entrance to the end of the dungeon, with " ", where each type has " ", in a " "." + ::= { "," } + ::= { "," } + ::= { " connected to " } + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" + ::= "dangerous" | "valuable" | "rare" | "powerful" | "mysterious" | "difficult" + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" +``` +This grammar allows for generating prompts that describe a sequence of types along a path through the dungeon, where each type has one or more properties and is connected to one or more locations. The grammar can be extended with additional elements such as non-terminals, rules, and terminals to suit the specific needs of the application. + +For example, using this grammar, you could generate a prompt like this: + +Imagine a path from the entrance to the end of the dungeon, with a dangerous weapon, a valuable treasure, and a powerful monster, where each type has a rare property, in a city connected to a region. + +This prompt can be used as input for your program to generate a specific layout of the dungeon that matches this description. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_172.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_172.txt new file mode 100644 index 0000000..5d21cf9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_172.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" + ::= "a path from the entrance to the end of the dungeon, passing through:" + ::= ( | "," ) + ::= with a connected with in doing in the + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the ends" +``` +This grammar defines a `dungeon-prompt` rule, which is the top-level rule for generating prompts. The prompt starts with the word "Imagine", followed by a description of the path through the dungeon. This description is generated using the `path-description` rule, which includes a list of places that the path passes through. + +The `place-list` rule allows for either a single place or a comma-separated list of places. Each place in the list is generated using the `place` rule, which describes a location in the dungeon using a combination of type names, verbs, and locations. The `type-name`, `verb`, and `place` rules are defined as enumerations of possible values. + +This grammar can be used to generate prompts for creating different parts of the dungeon by changing the top-level rule or modifying the existing rules. For example, to generate a prompt for creating a monster in a specific location, you could define a new rule like this: +```css + ::= "Imagine" + ::= "a monster at the:" +``` +This grammar would generate prompts like "Imagine a monster at the entrance of the dungeon." or "Imagine a monster in the treasure room connected with the boss battle in the labyrinth, while role-playing as a hero journey." + +By using this EBNF grammar to generate prompts, you can create a diverse set of instructions for creating different parts of the dungeon. This can help ensure that your simulation is engaging and interesting, and that it covers all the important aspects of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_173.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_173.txt new file mode 100644 index 0000000..5b93174 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_173.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon-prompt ::= "Imagine" "a path through the dungeon from the entrance to the end, with:" + [type-description]*, + ["in"] location + +type-description ::= "a" type-name + (["with a"] type-feature)* + (["connected to"] location)? + +type-name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult reveal" + +type-feature ::= "of type" type-name + +location ::= the (place-name | place-description) + +place-name ::= "country" | "region" | "city" | "street" | "house" + | "building" | "dungeon" | "labyrinth" | "cave" + | "swamp" | "room" | "hallway" | "chest" | "bag" + | "wallet" | "vault" | "keep" | "hideout" + | "platos cave" | "garden of eden" | "river styx" + | "restaurant at the end of the universe" + +place-description ::= place-name "with" (type-feature | location) + ("and" place-name "with" (type-feature | location))* +``` +This grammar defines a dungeon prompt as an `Imagine` statement followed by zero or more type descriptions and a location. Each type description consists of a type name, optionally followed by one or more type features and a location. The location can be a simple place name, or a place description that includes one or more type features or locations. + +Using this grammar, you could generate prompts such as: + +* "Imagine a path through the dungeon from the entrance to the end, with: a weapon with a sharp blade connected to the entrance room; a spell with a fireball effect in the main hall; a treasure with a golden glow in the final chamber." +* "Imagine a path through the dungeon from the entrance to the end, with: an artifact of type magic staff in the country connected to the entrance; a monster with a dragon form in the labyrinth with a secret passage; a quest with a riddle to solve in the city; music with a haunting melody in the final chamber." +* "Imagine a path through the dungeon from the entrance to the end, with: an artifact of type healing potion connected to the entrance room; a magic item with a teleportation ability in the main hall; a treasure with precious gems in the final chamber with a guardian dragon; drama with a tragic backstory in the platos cave; music with a triumphant theme in the final battle." + +You can modify this grammar to fit your needs and generate prompts for different parts of the dungeon or different types of content. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_174.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_174.txt new file mode 100644 index 0000000..f7dc3a3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_174.txt @@ -0,0 +1,181 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" " + ::= | "doing" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | + "create" | "design" | "create descriptions for an artist" | + "create descriptions for an artist to design a comic book panel" | + "analyze" | "lift" | "shift" | "splice" | "quote" | + "quasi-quote" | "quasi-quine-quote" | + "quasi-quine-quote-in-ocaml" | + "quasi-quine-quote-in-ocaml-coq-metacoq" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | + "meta-quote" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | + "monster" | "quest" | "challenge" | "theme" | "drama" | + "music" | "art" | "secrets" | "occult" | "reveal" | + "hero journey" + ::= | "connected with" + ::= "the country" | "the region" | "the city" | + "the street" | "the house" | "the building" | + "the dungeon" | "the labyrinth" | "the cave" | + "the forest" | "the mountain" | + "of" + ::= | + ::= [A-Z][a-z]+ + ::= [a-z]+ (alpha) +``` +This grammar can be used to generate prompts for creating different types of elements in a dungeon, such as weapons, spells, artifacts, magic items, treasure, monsters, quests, challenges, themes, drama, music, art, secrets, occult, and hero journey. It also includes the ability to specify the location of these elements by using phrases such as "the country," "the region," "the city," "the street," "the house," "the building," "the dungeon," "the labyrinth," "the cave," "the forest," and "the mountain." Additionally, it allows for connecting different locations together using the phrase "connected with." + +An example of a prompt that can be generated using this grammar is: +"Imagine role-play creating a weapon in a dungeon connected with a forest" + +This prompt instructs the AI to imagine creating a weapon in a dungeon that is connected to a forest. This could be used as input for an AI model to generate a description of such a weapon, or to create a 3D model of it. The grammar allows for many variations and combinations of prompts, making it flexible and versatile for different use cases. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_175.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_175.txt new file mode 100644 index 0000000..815b2b5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_175.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= | + ::= "Enter the" "room." + ::= "Follow the" "corridor." + ::= + ::= "dark" | "twisting" | "narrow" | "ancient" | "damp" + ::= "passageway" | "tunnel" | "hallway" | "staircase" +``` +This grammar defines a `` as a series of connected ``s, which are entered via a ``. Each `` and `` has a ``, which consists of an `` and a ``. The `` and `` can be selected from a predefined list. + +Here is an example of a path through the dungeon generated using this grammar: +``` +Enter the dark passageway room. +Follow the twisting corridor. +Enter the ancient tunnel room. +Follow the narrow hallway. +Enter the damp staircase room. +Follow the damp staircase. +Enter the treasure filled vault room. +``` +You can extend this grammar by adding new non-terminals and rules to describe other elements of the dungeon, such as monsters, treasures, quests, and challenges. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_176.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_176.txt new file mode 100644 index 0000000..7eb2d00 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_176.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a path through a dungeon: +```less + ::= { " then " } + + ::= + "move" " from " " to " +| "take" " the " " from " +| "leave" " the " " at " +| "fight" " the " " at " +| "cast" " a " " on " " at " + + ::= | "the " + + ::= + + ::= + + ::= +``` +In this grammar, `` represents the entire path through the dungeon. It is made up of one or more ``s, each of which describes a single action that can be taken at a particular location in the dungeon. The possible actions are moving to a new location, picking up an item, leaving an item, fighting a monster, or casting a spell on a target. + +The `` non-terminal represents a specific location in the dungeon where an action can be taken. It can be either a specific place (such as "the entrance" or "the treasure room") or the name of a type of object (such as "a weapon" or "a magic item"). + +The ``, ``, and `` non-terminals all represent different types of objects that can be found in the dungeon. These could be further defined by additional grammars, depending on the specific needs of the dungeon generator. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_177.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_177.txt new file mode 100644 index 0000000..8731a62 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_177.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon-prompt = "Imagine", place, ":", description, "\n" +place = "the entrance" | place "-" path - "to the end" +description = variant-array +variant-array = "[" | "," | "]" | string +string = quotation-mark, characters, quotation-mark +quotation-mark = "\"" +characters = character | characters character +character = any character except quotation-mark or newline +path = room | path "-" room +room = type-name, "in", place +type-name = "a" weapon | "a" spell | "an" artifact | "a" magic-item | "a" treasure | "a" monster | "a" quest | "a" challenge | "a" theme | "a" drama | "some" music | "a" work of art | "a" secret | "something" occult | "a" reveal | "a" hero-journey +place = "the" region | place "-" room +region = "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "restaurant at the end of the universe" +``` +This grammar allows for generating prompts that describe a path through the dungeon starting at the entrance and going all the way to the end. Each room on the path is described by its type, such as a weapon or a monster, and its location in the dungeon, such as in a cave or in a chest. The grammar also allows for generating descriptions of each room using an array of strings, which can be used to specify details about the room such as its appearance, behavior, and function in the game. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_178.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_178.txt new file mode 100644 index 0000000..6c19d41 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_178.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine you are designing a dungeon for a fantasy role-playing game. Create a path from the entrance to the end of the dungeon, including the following elements:" +element ::= room | corridor | treasure | monster | challenge +room ::= "A room with a " type_name " connected to a " place +corridor ::= "A corridor leading to a " place +treasure ::= "A treasure chest containing " count type_name +monster ::= "A " type_name " guarding the way" +challenge ::= "A challenge that requires " verb +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" +count ::= "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "10" +place ::= "entrance" | "corridor" | "room" | "treasure room" | "monster den" | "challenge room" | "end" +type_name, place, verb ::= [a-zA-Z]+ +count ::= [0-9]+ +``` +This grammar allows for generating prompts that include a variety of different elements in the dungeon path, including rooms, corridors, treasures, monsters, and challenges. The specific details of each element can be customized using non-terminals such as `type_name`, `place`, and `verb`. This grammar is just an example, you can add or remove rules according to your needs. + +You can also use this grammar with a parser generator tool like ANTLR, Yacc, etc. in order to generate a parser that can parse the prompts and extract the relevant information for generating the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_179.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_179.txt new file mode 100644 index 0000000..2d0629f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_179.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= | "to" + ::= ("connected to" ) ? + ::= "Imagine" + ::= "with a" | + "doing" | + "connected to" + ::= "weapon" | "spell" | "artifact" | "magic item" | + "treasure" | "monster" | "quest" | "challenge" | + "theme" | "drama" | "music" | "art" | + "secret" | "occult" | "reveal" | "hero journey" + ::= + | "a" + ::= "role-play" | "specify" | "encode" | "code" | "program" | + "prove" | "create" | "design" | "analyse" | "lift" | + "shift" | "splice" | "quote" | "quasi-quote" | + "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | + "quasi-quine-quote-in-ocaml-coq-metacoq" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | + "meta-quote" + ::= + + ::= "the country" | "the region" | "the city" | "the street" | + "the entrance" | "the end" + ::= "dark" | "secret" | "dangerous" | "magical" + ::= "path" | "room" | "object" | "creature" +``` +This grammar allows for the generation of prompts that describe a dungeon as a series of connected rooms, each with its own set of features. These features can be described using type names (e.g. weapon, spell), verbs (e.g. role-play, specify), and places (e.g. the country, the city). The grammar also allows for the use of adjectives and nouns to further describe these features. + +For example, a prompt generated from this grammar might look like: "Imagine a weapon with a magical blade in a dark room connected to the entrance and the end." + +This is just one possible way that such a grammar could be designed, and there are many other ways it could be structured depending on the specific needs of the dungeon-building simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_18.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_18.txt new file mode 100644 index 0000000..713bff1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_18.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile + ::= "Imagine" "in" "
" + ::= "ing" "a" + ::=
("of" )?" +
::= "the" | "a" | "an" + ::= [a-zA-Z]+ + ::= "dungeon" | "path" | "room" | "monster" | "treasure" | "artifact" | "quest" + ::= "creating" | "designing" | "drawing" | "painting" | "composing" | "balancing" + ::=
("of" )?" +``` +This grammar can be used to generate prompts like: + +* Imagine creating a winding path in the dark dungeon. +* Design drawing a mysterious artifact in the treasure-filled room. +* Paint composing a horrifying monster in the ominous entrance of the dungeon. +* Balance designing a quest with a hidden objective in the secret chamber of the labyrinth. + +Note that this grammar can be further expanded and customized to fit your specific needs. It is just an example and it may need some adjustments to better suit your use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_180.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_180.txt new file mode 100644 index 0000000..6a34e3c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_180.txt @@ -0,0 +1,215 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss +dungeon-path ::= [entrance-description path* treasure-room-description] + +entrance-description ::= "Imagine the entrance to the dungeon, with its ominous" type-description "guarding the way in." + +path ::= "Consider a path leading from one room to another, passing through" place-description. + "Maybe there's a fork in the road, or a hidden door that only appears" + "when certain conditions are met." + +treasure-room-description ::= "Draw a room filled with treasure, guarded by a fearsome" monster-description ". The walls are adorned with" art-description ", and there's a" music-description "playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." + +type-description ::= (type-name | type-name "with a special enchantment") + +type-name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + +place-description ::= (place | place "connected to" place) + +place ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" | "the labyrinth" + | "the cave" | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "plato's cave" + | "the garden of eden" | "the river styx" + | "the restaurant at the end of the universe" + +monster-description ::= (type-name | type-name "with a special enchantment") + "monster, with" description + +description ::= adjective+ noun + +adjective ::= "fierce" | "terrifying" | "powerful" | "mysterious" + | "ancient" | "magical" | "enchanted" | "cursed" + +noun ::= "beast" | "creature" | "demon" | "spirit" | "undead" + | "golem" | "construct" | "minion" | "boss" + +art-description ::= (type-name | type-name "with a special enchantment") + "work of art, depicting" description + +music-description ::= "a" musical-style "piece, playing softly in the background." + +musical-style ::= "epic" | "heroic" | "mysterious" | "spooky" + | "triumphant" | "eerie" | "sinister" | "peaceful" +``` +This grammar includes rules for generating descriptions of the entrance to the dungeon, paths leading from room to room, and treasure-filled rooms guarded by monsters. It also includes rules for generating descriptions of different types of objects, places, monsters, art, and music that might be found in the dungeon. + +The grammar uses nonterminals (e.g., `dungeon-path`, `entrance-description`, `path`) to represent different parts of the dungeon description, and terminals (e.g., `type-name`, `place`, `adjective`, `noun`) to represent specific words or phrases that can be used in those descriptions. The grammar also includes rules for combining nonterminals and terminals using operators such as concatenation (`::=`), alternation (`|`), repetition (`*`), and optionality (`[...]`). + +By using this grammar to generate prompts, we can create a wide variety of descriptions for different parts of the dungeon. For example, here are some possible outputs generated by the `entrance-description` rule: + +* "Imagine the entrance to the dungeon, with its ominous weapon guarding the way in." +* "Consider the entrance to the dungeon, with its fearsome spell guarding the way in." +* "Draw a room filled with treasure, guarded by a fierce artifact monster. The walls are adorned with enchanted works of art, and there's a mysterious piece playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." +* "Imagine the entrance to the dungeon, with its ancient challenge guarding the way in." +* "Draw a room filled with treasure, guarded by a cursed hero journey monster. The walls are adorned with magical works of art, and there's a triumphant piece playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." + +And here are some possible outputs generated by the `path` rule: + +* "Consider a path leading from one room to another, passing through the city connected to the swamp." +* "Consider a path leading from one room to another, passing through the vault connected to the hideout." +* "Consider a path leading from one room to another, passing through the garden of eden connected to plato's cave." + +And here are some possible outputs generated by the `treasure-room-description` rule: + +* "Draw a room filled with treasure, guarded by a powerful spell monster. The walls are adorned with enchanted works of art, and there's a mysterious piece playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." +* "Draw a room filled with treasure, guarded by a fierce weapon monster. The walls are adorned with ancient works of art, and there's a triumphant piece playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." +* "Draw a room filled with treasure, guarded by a cursed challenge monster. The walls are adorned with magical works of art, and there's a spooky piece playing softly in the background. Perhaps there's a secret passage leading out of the room, or a clue to some greater mystery." + +By combining these rules in different ways, we can generate many different descriptions for the dungeon, each one unique and interesting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_181.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_181.txt new file mode 100644 index 0000000..8884510 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_181.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { } + + ::= | + + ::= "north" | "south" | "east" | "west" + + ::= "entrance" | "treasure room" | "boss room" | ... + + ::= + + ::= "dark" | "dank" | "spooky" | "magical" | ... + + ::= "cave" | "corridor" | "chamber" | "passageway" | ... +``` +This grammar allows you to generate a path through the dungeon by starting with a room name or description, and then specifying one or more directions and rooms until reaching the end of the path. The `` and `` non-terminals can be expanded using a similar EBNF grammar for generating descriptions. + +You could also expand this grammar to include other elements such as monsters, treasures, quests, etc. For example: +``` + ::= { } [ | | ] + + ::= "A " "blocks the way." + + ::= "You see a shiny " "on the ground." + + ::= "You hear rumors of a missing " "in the " "." +``` +This grammar allows you to add monsters, treasures, and quests to your path. You can further expand this grammar to include more elements as needed. + +Note: In the above examples, I've used `<...>` notation for non-terminals and `[...]` for optional parts. This is not a standard EBNF notation but it should be easy to understand. You can use any notation you prefer. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_182.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_182.txt new file mode 100644 index 0000000..8bb084e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_182.txt @@ -0,0 +1,205 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine" + + ::= + | + "the end" + + ::= "At the entrance of the dungeon," + + ::= {"," } + + ::= + | + "connected to" + + ::= "there is an exit leading out of the dungeon." + + ::= + {"," } | + {"," } "in" + + ::= "a" [] + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" + + ::= {"," } + + ::= "dark" | "damp" | "twisting" | "narrow" | "ancient" | "rusty" | "magical" | "enchanted" | ... + + ::= {"," } + + ::= "hidden" | "guarded by" | "filled with" | "infested with" | "protected by" | "haunted by" | ... + + ::= "leading to" + + ::= + "the country" | + "the region" | + "the city" | + "the street" | + "the house" | + "the building" | + "the dungeon" | + "the labyrinth" | + "the cave" | + "the swamp" | + "the room" | + "the hallway" | + "the chest" | + "the bag" | + "the wallet" | + "the vault" | + "the keep" | + "the hideout" | + "platos cave" | + "garden of eden" | + "the river styx" +``` +This grammar generates prompts in the form "Imagine ", where `` is a sequence of rooms connected to each other, starting at the entrance and ending at the exit or "the end". Each room is described by a type (such as weapon, spell, or monster) and a series of adjectives, followed by a verb phrase and a preposition phrase indicating where the room is located or what leads out of it. The grammar also allows for optional elements, such as additional adjective sequences or verbs, to add variety to the prompts. + +This grammar could be used in conjunction with a generator program that randomly selects elements from the various production rules and concatenates them together to form a complete prompt. The generator could also include additional rules for generating more complex dungeon paths, such as branching paths or loops, by incorporating additional production rules for these structures. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_183.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_183.txt new file mode 100644 index 0000000..e573508 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_183.txt @@ -0,0 +1,151 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +prompt ::= "Imagine", place, "connected with", place, verb, type_name +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +``` +This grammar defines the structure of a prompt, which consists of a place connected to another place via a verb and a type name. The type name can be one of several options, as can the place and verb. This grammar could be used in conjunction with a generator to produce a large number of prompts for creating different parts of a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_184.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_184.txt new file mode 100644 index 0000000..6a8cd4a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_184.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```scss + ::= "Imagine" + ::= * + ::= "Consider" + ::= "north" | "south" | "east" | "west" + ::= | + ::= + ::= + ::= ( | | )+ + ::= "The" "is" "." + ::= "The" "feels" "." + ::= "The" "contains" "." + ::= "a" | "an" | "" ()? + ::= | + ::= "dark" | "damp" | "musty" | "cramped" | "spacious" | "lit" | "cold" | "warm" | "hot" + ::= "-" + ::= "room" | "corridor" | "chamber" | "passageway" | "vestibule" | "crypt" | "gallery" | "library" | "laboratory" | "workshop" | "dungeon" | "castle" + ::= "s" + ::= (
) + ::= "of" | "in" | "at" +
::= "the" | "a" | "an" + ::= + + ::= "for" + ::= "a" () + ::= "Find" | "Retrieve" | "Destroy" +``` +This grammar can be used to generate a wide variety of prompts for creating a dungeon, such as: +```vbnet +Imagine a dark, damp room with a low ceiling and mossy walls. A musty smell fills the air. The room contains an old wooden chest that is locked tight. Find the key to open the chest. +Consider going west through a narrow passageway with rough-hewn stone walls. The passage opens up into a spacious chamber filled with books and scrolls. Retrieve a scroll containing information about the dungeon's history. +``` +You can modify this grammar as needed to fit your specific use case. For example, you may want to add additional nouns or adjectives, or include more detailed descriptions of the contents of each room. You can also expand the grammar to include other elements of a dungeon, such as traps, puzzles, and non-player characters (NPCs). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_185.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_185.txt new file mode 100644 index 0000000..4ff16b7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_185.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +dungeon-prompt = "Imagine", path, "What is your response?", "\n" ; +path = place, { path-segment } ; +path-segment = path-verb, path-type, path-term, ";", path, "\n" | { } ; +path-verb = "Enter" | "Exit" | "Traverse" | "Explore" ; +path-type = "room" | "corridor" | "staircase" | "door" ; +path-term = IDENTIFIER ; +``` +This grammar allows for generating prompts that describe a path through the dungeon, starting at the entrance and ending at some destination. The `path` production rule describes the sequence of places visited along the path, while the optional `path-segment` production rule allows for adding more detail about each segment of the path by specifying a verb, type, and term. + +The `path-verb` production rule includes a set of possible verbs that can be used to describe actions taken along the path. The `path-type` production rule includes a set of possible types of places that can be visited along the path. The `path-term` production rule is an identifier that represents a specific place in the dungeon. + +Here's an example of how this grammar could be used to generate a prompt: +```ruby +dungeon-prompt = "Imagine", path, "What is your response?", "\n" ; +path = place, { path-segment } ; +place = "entrance" | "room 1" | "corridor 1" | "staircase 1" | "door 1" | ... ; +path-segment = path-verb, path-type, path-term, ";", path, "\n" | { } ; +path-verb = "Enter" | "Exit" | "Traverse" | "Explore" ; +path-type = "room" | "corridor" | "staircase" | "door" ; +path-term = IDENTIFIER ; + +dungeon-prompt = "Imagine", place, path-segment, path-segment, ..., path-segment, "destination", "What is your response?", "\n" ; +place = "entrance" ; +path-segment = "Exit", "room", "room 1", ";", path, "\n" ; +path-segment = "Traverse", "corridor", "corridor 1", ";", path, "\n" ; +path-segment = "Descend", "staircase", "staircase 1", ";", path, "\n" ; +path = "room 2", { } ; +``` +This would generate a prompt that describes a path from the entrance of the dungeon, through room 1 and corridor 1, down a staircase, and ending at room 2. The prompt asks for a response to continue generating the dungeon. + +Of course, this is just an example grammar, and it could be modified or extended depending on the specific needs of your application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_186.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_186.txt new file mode 100644 index 0000000..3f58031 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_186.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```vbnet +dungeon ::= [entrance | room | hallway | treasure_chest | monster] +entrance ::= "Imagine the entrance to the dungeon with a {type\_name}." +room ::= "Consider a room in the dungeon with a {type\_name}." +hallway ::= "Draw a hallway in the dungeon connecting a {type1} and a {type2}." +treasure_chest ::= "Paint a treasure chest in the dungeon containing a {type\_name}." +monster ::= "Compose a monster in the dungeon with a {type\_name}." +{type\_name} ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +{type1} ::= "entrance" | "room" | "hallway" | "treasure\_chest" | "monster" +{type2} ::= "entrance" | "room" | "hallway" | "treasure\_chest" | "monster" +``` +This grammar includes non-terminals for the different types of elements that could be found in a dungeon, such as rooms and monsters. The grammar also includes rules for generating prompts for each type of element, using the `Imagine`, `Consider`, `Draw`, `Paint`, and `Compose` verbs. + +The `{type\_name}` and `{type1}`, `{type2}` non-terminals can be replaced with any of the terms from the `type_terms` list, `verbs` list, and `places` list respectively. + +This grammar is just an example and can be adjusted to fit your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_187.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_187.txt new file mode 100644 index 0000000..3f2c232 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_187.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```makefile + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= | + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "doing" + ::= | + ::= "type name" | "place" + ::= "type name with a" | "place connected with" + ::= | + ::= | + ::= "and" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | + ::= "with a" + ::= "light" | "dark" | "secret" | "dangerous" | "mysterious" + ::= "entrance" | "exit" | "hallway" | "room" | "corridor" | "chamber" | "tower" | "labyrinth" | +``` +This grammar allows for a variety of prompts to be generated, with different combinations of verbs, nouns, and adjectives. The ``, ``, and `` non-terminals allow for more complex phrases to be constructed, such as "type name with a treasure" or "place connected with a hallway". The `` non-terminal allows for additional variation in the adjectives that can be used. + +Here are some example prompts generated using this grammar: + +* Imagine role-playing a weapon with a treasure and a mysterious entrance connected with a dark hallway. +* Consider designing a spell with a secret challenge and a dangerous exit connected with an artifact. +* Draw composing a theme with a light place and a music corridor connected with a room. +* Paint analyzing a monster with a drama quest and a secret tower connected with an occult labyrinth. +* Balance coding a treasure with an art challenge and a mysterious entrance connected with a dangerous hallway. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_188.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_188.txt new file mode 100644 index 0000000..18384c3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_188.txt @@ -0,0 +1,193 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a path through the dungeon from the entrance" + * + "to the final boss." + + ::= ";" + ";" + + ::= "in" + + ::= ("a" | "an") ( "weapon" | "spell" | "artifact" | + "magic item" | "treasure" | "monster" | + "quest" | "challenge" | "theme" | + "drama" | "music" | "art" | "secret" | + "occult" | "reveal" | "hero journey") + + ::= ( "connected with" | "adjacent to" ) + + + ::= ("A door leads from the" + "to the" ) + + ::= ("the country" | "the region" | "the city" | "the street" | + "the house" | "the building" | "the dungeon" | + "the labyrinth" | "the cave" | "the swamp" | + "the room" | "the hallway" | "the chest" | + "the bag" | "the wallet" | "the vault" | + "the keep" | "the hideout" | + "plato's cave" | "garden of eden" | + "the river styx" | + "the restaurant at the end of the universe") + + ::= +``` +This grammar describes a prompt that first asks the user to imagine a path through the dungeon, starting at the entrance and ending at the final boss. The path is then defined as a series of `path-segment`s, each consisting of a `room-description` followed by a `connection-description`. + +A `room-description` describes the type of room (e.g. "a weapon" or "a treasure") and its location in the dungeon, which is given as a `place` that is connected to another `place`. + +A `connection-description` describes how the current room is connected to the next one, using a door or some other form of passage. + +The `place` nonterminal defines various locations that can be used to describe the rooms and their connections. These are just examples, and you can add or remove places as needed. + +Note: EBNF stands for Extended Backus-Naur Form which is a formal way to define a grammar of a language, it uses production rules which consists of non-terminals (symbols that represent a group of elements) and terminals (specific values). The notation use ::= as the production symbol. + +In this case, you can see that the is made up by several non-terminals and terminals, where the non-terminal is made up of two other non-terminals: and , these are defined in terms of other non-terminals and terminals and so on. + +You can use this grammar to generate prompts by expanding the non-terminals until you reach only terminals, then concatenating them together to form a complete prompt string. + +This is just one example of how a grammar for generating dungeon prompts could be defined, and you may want to modify it or define your own based on your specific needs and requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_189.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_189.txt new file mode 100644 index 0000000..13df556 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_189.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```rust +path ::= place, { room | hallway } , exit +room ::= "the", type_name, verb, place +hallway ::= "the", place, connected_with, place +exit ::= "the end of the", place +connected_with ::= "connected with" | "leading to" +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-action" | "meta-program" +``` +This grammar defines the structure of a path through a dungeon, starting at the entrance (a place) and ending with an exit. In between, there can be any number of rooms or hallways. A room is defined by a type\_name, a verb, and a place, while a hallway is defined by two places connected by "connected with" or "leading to". The grammar also includes definitions for the different types of place, as well as the verbs that can be used in the path. + +You could use this grammar to generate prompts for creating the dungeon by expanding each non-terminal symbol into a more specific prompt. For example, you could expand the "room" non-terminal into: +```makefile +"Enter a room with a {weapon|spell|artifact|magic item|treasure|monster|quest|challenge|theme|drama|music|art|secrets|occult|reveal|hero journey}, where you can {role-play|specify|encode|code|program|prove|create|design|create descriptions for an artist|create descriptions for an artist to design a comic book panel|analyse|lift|shift|splice|quote|quasi-quote|quasi-quine-quote|quasi-quine-quote-in-ocaml|quasi-quine-quote-in-ocaml-coq-metacoq|quasi-quine-quote-in-ocaml-coq-metacoq-introspector|quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap|quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe|quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient|quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide|quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-action|meta-program}." +``` +And then you could use that prompt to generate a specific room in the dungeon. You could do something similar for each of the other non-terminal symbols in the grammar, expanding them into more specific prompts that can be used to create different parts of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_19.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_19.txt new file mode 100644 index 0000000..b0b185f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_19.txt @@ -0,0 +1,206 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```rust + ::= "Imagine" "a path through the dungeon from the entrance to the end, with:" + + ::= ( | "," )* + + ::= [ "with a" ] + [ "connected to" ] + [ "defended by" ] + [ "guarded by" ] + [ "hidden in" ] + [ "revealed by" ] + [ "protected by a" ] + [ "used for" " ] + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | + + ::= | + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | + + ::= + + ::= "dark" | "twisty" | "narrow" | "secret" | "hidden" + | "dangerous" | "magical" | "ancient" | "cursed" + | "blessed" | + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= "goblin" | "troll" | "dragon" | "lich" | "werewolf" + | "vampire" | "zombie" | "skeleton" | + + ::= "riddle" | "map" | "symbol" | "inscription" | "hidden message" + + ::= "amulet" | "ring" | "scroll" | "potion" | "staff" + | "wand" | "orb" | "talisman" | + + ::= "rescue the princess" | "steal the treasure" | "kill the dragon" + | "find the grail" | "discover the secret" | +``` +This grammar can be used to generate prompts for creating a dungeon by starting at the entrance and following a path through the dungeon to the end, with various encounters and challenges along the way. The grammar includes rules for generating different types of elements that can be found in a dungeon, such as weapons, monsters, magic items, and quests. It also includes rules for generating locations, directions, and other descriptive terms that can be used to add detail and interest to the dungeon. + +Here is an example of a prompt that could be generated using this grammar: +```python +Imagine a path through the dungeon from the entrance to the end, with: +- a powerful sword with magical properties +- a hidden passage leading to a secret chamber +- a fierce dragon guarding a hoard of treasure +- a riddle that must be solved to open a locked door +- an ancient amulet that grants protection against fire +- a quest to rescue a captured princess +- a twisty maze of corridors filled with traps and puzzles +``` +This prompt includes all of the elements that can be generated using the grammar, and it provides enough detail to inspire the creation of a rich and interesting dungeon. The grammar can be modified or extended as needed to generate prompts for different types of dungeons or encounters. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_190.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_190.txt new file mode 100644 index 0000000..73aca2a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_190.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { } + ::= ["connected to" ] + ::= "the" + ::= any text describing the room + ::= "by" { } + ::= "north" | "south" | "east" | "west" +``` +This grammar defines a path as a sequence of rooms connected by one-way connections. Each room is described by any text, and may optionally be followed by a list of connections to other rooms. Connections are specified using the cardinal directions (north, south, east, or west). The `` nonterminal can be expanded to include any text that describes the room, such as its name, layout, or contents. + +Here is an example of a path generated using this grammar: +``` + + + "You enter the dimly-lit entrance chamber. The air is damp and musty, and you can hear water dripping in the distance." + + the north + + "You find yourself in a long, narrow corridor. The walls are lined with sconces, but most of them are empty. At the end of the hall, you see a heavy wooden door." + + the west + + "This room is filled with old, dusty books. A large oak table stands in the center, surrounded by high-backed leather chairs. A single candle flickers on the table, casting long shadows on the walls." + + the east + + "This room is dark and cold. You can hear the sound of running water, and a faint mist rises from the floor. In the center of the room stands a stone pedestal, upon which rests an ancient tome." + + +``` +This path consists of three rooms connected by one-way connections. The first room is the entrance chamber, and the other two rooms are connected to it by a northward connection (the second room) and a westward connection (the third room). The second room is a long corridor with a heavy wooden door at the end, and the third room contains an ancient tome on a pedestal. + +This grammar can be extended to include additional elements of a dungeon, such as monsters, treasures, and quests. For example, you could add nonterminals for generating monster encounters or treasure hoards, and incorporate these elements into the room descriptions. You could also allow for two-way connections between rooms, or include special rooms that serve as branching points or dead ends in the dungeon. + +Overall, this grammar provides a flexible framework for generating a wide variety of paths through a dungeon. By customizing the nonterminals and expanding the grammar with additional elements, you can create an almost infinite number of unique dungeons to explore. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_191.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_191.txt new file mode 100644 index 0000000..bc1792d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_191.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```rust + ::= + + ::= * + ::= "the" + ::= "to the" + ::= with a connected with + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= + ::= +``` +This grammar defines a dungeon as one or more paths, where each path consists of a room followed by zero or more directions. A room is defined as the place, which is a type name with a theme connected with drama. The type name can be any of the terms in the `type_name` non-terminal, and the theme and drama are also type names. + +For example, using this grammar, we could generate prompts like: + +* "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : explore; Type Name: treasure; Place: the country connected with the region. What is your response? Please generate variant array of size 3" +* "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : fight; Type Name: weapon; Place: the room connected with the hallway. What is your response? Please generate variant array of size 3" +* "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : gather; Type Name: magic item; Place: the city connected with the street. What is your response? Please generate variant array of size 3" + +You can modify this grammar as per your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_192.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_192.txt new file mode 100644 index 0000000..d1a1fd1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_192.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt ::= "Imagine" place_description type_name path_description +place_description ::= "the" place +type_name ::= type_term | type_term with_modifier +path_description ::= path_segment* +path_segment ::= verb "from" from_place "to" to_place +verb ::= "go" | "walk" | "run" | "crawl" | "climb" +type_term ::= "a" type_modifier? +type_modifier ::= "magical" | "enchanted" | "cursed" | "blessed" +from_place ::= place | from_place "connected" "to" place +to_place ::= place | to_place "connected" "to" place +place ::= "room" | "hallway" | "corridor" | "chamber" | "cavern" | "passage" +``` +This grammar defines a prompt as consisting of an initial place description, followed by a type name for the current location, and then a series of path segments that describe how to move through the dungeon. Each path segment consists of a verb describing the action taken (e.g., "go," "walk"), followed by the starting point and ending point of the segment. + +The place\_description term is used to specify where in the dungeon the player currently is, while the type\_name term describes what kind of location it is. The path\_description term is a sequence of one or more path segments that describe how to move through the dungeon from the current location. + +This grammar can be used to generate prompts like: + +* "Imagine the entrance room, a magical corridor, go from the entrance room to the first chamber." +* "Consider the hallway connected to the entrance room, an enchanted passageway, walk from the hallway to the second cavern." +* "Draw the first chamber, a cursed room, climb from the first chamber to the third corridor." + +By varying the different elements of this grammar, it is possible to generate a wide variety of prompts that can be used to create a rich and varied dungeon experience. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_193.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_193.txt new file mode 100644 index 0000000..43a6661 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_193.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine" "a" "path" "from" "to" "with the following features:" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | + ::= | + ::= "the entrance" | "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "a room connected to" | "a hallway connected to" +``` +This grammar allows for the generation of prompts that describe a path from one location to another, with the type of element (e.g. weapon, treasure) and specific features (e.g. "with a magical enchantment") specified in the prompt. The `` non-terminal allows for the creation of more complex dungeon layouts by connecting multiple locations together. + +For example, the following prompt would be generated using this grammar: +```vbnet +Imagine a treasure path from the entrance to a room connected to the labyrinth with the following features: The treasure is guarded by a fearsome dragon and has a magical enchantment that makes it invisible. +``` +This prompt could then be used as input to a language model or other AI system to generate a more detailed description of the treasure, the dragon, and the labyrinth. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_194.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_194.txt new file mode 100644 index 0000000..d9b0481 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_194.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt ::= "Imagine" "a" path +path ::= place (""| "connected with" place)* +place ::= type_name ("with a" attribute | "holding" object)* +type_name ::= "dungeon" | "room" | "corridor" | "chamber" | "hallway" | "passage" +attribute ::= adjective | noun +adjective ::= "dark" | "lit" | "narrow" | "wide" | "twisting" | "turning" | "secret" +object ::= noun +noun ::= "key" | "door" | "chest" | "lever" | "switch" | "trap" | "monster" | "treasure" +``` +In this grammar, a prompt is composed of the word "Imagine", followed by a path through the dungeon. A path consists of one or more places, separated by the string "connected with". A place can be a type of location (such as a room or hallway), possibly modified by an attribute or holding an object. An attribute is an adjective describing the place, and an object is a noun that might be found in the place. + +For example, a prompt generated from this grammar might look like: + +"Imagine a dark dungeon connected with a narrow corridor leading to a wide chamber holding a key and a chest." + +This prompt could then be used as input to a language model or other AI system to generate text describing that part of the dungeon. The grammar can be easily extended to include more details, such as monsters, traps, and treasures, or different types of places. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_195.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_195.txt new file mode 100644 index 0000000..b9b1d3d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_195.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt -> "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_modifier -> "random" | "specific" +type_specific -> identifier +identifier -> sequence of letters, numbers and underscores that starts with a letter +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +verb_modifier -> "quickly" | "slowly" | "carefully" +place -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the entrance" | "the end" +path_element -> prompt type_modifier? type_name (type\_specific | identifier)? verb? verb\_modifier? place +path -> path\_element+ +``` +This grammar can be used to generate prompts for creating a dungeon by concatenating multiple `path\_element`s together to form a `path`. Each `path\_element` represents an action that should be taken when creating the dungeon, such as "Imagine role-playing a weapon" or "Consider carefully designing a monster with specific abilities". The different elements of the prompt (e.g. `prompt`, `type_name`) are separated by whitespace, and some elements can be omitted if they are not relevant to the desired prompt. + +For example, using this grammar, we could generate the following prompt for creating a dungeon: +```python +Consider designing a treasure with careful analysis and quick programming in the entrance connected with a room. +``` +This prompt instructs the user to design a treasure by carefully analyzing it and quickly programming it, using the `design` verb with the `careful` and `quick` modifiers. The `treasure` type is used, and the `analysis` and `programming` types are implied by the verbs used. The `entrance` place is specified, and it is connected with a `room`. + +This prompt could be used as input to a program that generates a dungeon based on the instructions provided in the prompt. By generating multiple prompts using this grammar, we can create a variety of different dungeons with different themes, challenges, and features. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_196.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_196.txt new file mode 100644 index 0000000..8679e70 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_196.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon := path* +path := place link+ exit +link := type_name "with a" type_name verb +exit := "exit to" place +type_name := "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place := "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +type_name := "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +verb := "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "describe" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "meta-program" | "interpret" +``` +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at the entrance and going all the way to the end. Each path is made up of one or more links, which are connections between two places in the dungeon. Each link has a type (e.g. weapon, spell, monster) and a verb associated with it. The exit statement marks the end of the path and indicates where it leads to. + +The grammar includes non-terminals for different types of elements that can be included in a prompt, such as places, type\_names, and verbs. These non-terminals are defined using a pipe (|) to separate the different options. For example, the `type_name` non-terminal can be either "weapon", "spell", "artifacts", etc. + +This is just one example of how such a grammar could be defined and it can be adjusted based on your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_197.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_197.txt new file mode 100644 index 0000000..eefaae2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_197.txt @@ -0,0 +1,177 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" place_name path_description room_description + +place_name ::= "the" [a-zA-Z ]* + +path_description ::= path_segment* + +path_segment ::= direction connector verb type_name + | description + +direction ::= "north" | "south" | "east" | "west" + +connector ::= "connected to" | "leading to" + +verb ::= "a" [a-zA-Z ]* + | "an" [a-zA-Z ]* + +type_name ::= "corridor" | "room" | "chamber" | "passage" + +description ::= text_string + +room_description ::= "This is" room_type room_details + +room_type ::= "a" [a-zA-Z ]* "room" + | "an" [a-zA-Z ]* "room" + +room_details ::= text_string +``` +This grammar describes a prompt as consisting of an initial place name, followed by one or more path segments, and finally a room description. A path segment can be either a direction, connector, verb, and type name combination, or simply a descriptive string. The direction, connector, verb, and type name elements are used to specify the layout of the dungeon, while the descriptive strings provide additional details about the environment. + +The room description element consists of a "This is" phrase followed by a room type (such as "a dark chamber") and room details (such as "with glowing crystals on the walls"). + +Overall, this grammar can be used to generate prompts that describe a path through a dungeon, with each path segment and room providing enough detail for an artist or game designer to create the corresponding part of the environment. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_198.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_198.txt new file mode 100644 index 0000000..07e8bce --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_198.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```scss +path ::= (room | corridor) + + +room ::= "Enter room" description + +corridor ::= "Walk down the" direction "corridor" + +description ::= ("The room is filled with" thing ".") + | ("There is a" creature "in the room.") + | ("A chest containing" treasure "is in the corner.") + | ... (more possible descriptions) + +direction ::= ("north" | "south" | "east" | "west") + +thing ::= ("cobwebs" | "dust" | "broken furniture" | ...) + +creature ::= ("a goblin" | "a dragon" | "a skeleton" | ...) + +treasure ::= ("gold coins" | "magic potion" | "rusted sword" | ...) +``` +This grammar defines a `path` as a sequence of one or more `room`s and/or `corridor`s. A `room` is defined by the action of entering it and its description, while a `corridor` is defined by the direction of travel. The `description` non-terminal has several possible productions, each describing a different aspect of the room. The other non-terminals (`direction`, `thing`, `creature`, and `treasure`) define simple elements that can be used in descriptions. + +This is just one example of how the grammar for generating prompts could look like. Depending on the specific requirements, it may need to be adjusted or expanded. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_199.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_199.txt new file mode 100644 index 0000000..495af81 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_199.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile + ::= "Imagine" + ::= "doing" + ::= | ("create" | "design") "descriptions for" (("an artist to" | "a game designer to") "design")? + ::= ("connected with" | "leading to") + ::= | "with a" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "weapon" | "spell" | "artifact" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "large" | "small" | "powerful" | "dangerous" | "ancient" | "mysterious" | "magical" | "rare" | "epic" | "legendary" + ::= (("a" | "the") ) | ("a" | "the") + ::= "dungeon" | "room" | "corridor" | "path" | "entrance" | "exit" | "monster" | "treasure" | "trap" | "puzzle" | "enemy" | "player" | "character" + ::= "dark" | "twisty" | "secret" | "hidden" | "deadly" | "haunted" | "cursed" | "abandoned" + ::= (("a" | "the") ) | ("a" | "the") +``` +This grammar allows for the generation of prompts that describe different aspects of a dungeon, such as its rooms, corridors, monsters, and treasures. The `` section describes an action that is being performed, while the `` section describes the type of thing that is being acted upon. The `` section describes the location of the action within the dungeon. + +For example, a prompt generated from this grammar might look like: "Imagine role-playing as a game designer creating descriptions for an artist to design a dark and mysterious dungeon with a hidden entrance connected with a twisty path leading to a powerful monster." This prompt gives the AI a clear idea of what it should be generating, which is a description of a dark and mysterious dungeon with a hidden entrance that leads to a powerful monster. + +You can also add more elements such as NPC or puzzles etc. + +Hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_2.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_2.txt new file mode 100644 index 0000000..5159cd8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_2.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile + ::= "Imagine" "the" + + ::= * + + ::= "to" + + ::= "north" | "south" | "east" | "west" + + ::= | "the" + + ::= "entrance" | "treasure room" | "boss room" | ... + + ::= + "room" + + ::= "dark" | "damp" | "labyrinthine" | "spacious" | ... + + ::= "the" | "the" "with the" + + ::= "golden idol" | "holy grail" | "magic sword" | ... +``` +This grammar defines a prompt as a combination of a path through the dungeon, starting at the entrance and ending at a room with a treasure. The path is made up of one or more path segments, each of which specifies a direction and a room to move to. The rooms can be referred to by name or described using adjectives. The end point of the path is specified as either a room named explicitly or a room that is described and contains a specific treasure. + +Note that this grammar is just an example, and it can be modified and extended depending on the specific requirements of the dungeon generator. For instance, you could add more options for the `` nonterminal to include diagonal directions, or you could add new nonterminals for other elements of the dungeon such as monsters, traps, and puzzles. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_20.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_20.txt new file mode 100644 index 0000000..bfbfbad --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_20.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: +```less +path ::= path_segment* + +path_segment ::= "Enter" location | "Exit" location | "Travel through" location "to" location + +location ::= room | hallway | staircase | door + +room ::= "the" adjective? "room" + +hallway ::= "the" adjective? "hallway" + +staircase ::= "the" adjective? "staircase" + +door ::= "the" adjective? "door" + +adjective ::= (("dark" | "dimly-lit" | "well-lit" | "narrow" | "wide" | "twisting" | "straight") ("and" adjective)?) | "" +``` +This grammar defines a path as a sequence of one or more path segments. Each path segment can be an entry or exit to a location, or travel through one location to another. A location can be a room, hallway, staircase, or door. Rooms, hallways, staircases, and doors can have an optional adjective describing them. + +Here is an example of a prompt that could be generated using this grammar: +```vbnet +Enter the dimly-lit room to the left. Travel through the narrow hallway with tapestries on the walls to the well-lit staircase. Exit the wide, ornate door at the top of the stairs and enter the grand hall. +``` +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_200.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_200.txt new file mode 100644 index 0000000..c851acf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_200.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "From" location\_description "to" location\_description "via" description + +location\_description ::= [description ("in" | "at" | "on")] + +description ::= adjective noun + +adjective ::= "a" | "an" | "the" | "this" | "that" | "these" | "those" | + +noun ::= type\_name | place\_name | thing\_name + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place\_name ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" + +thing\_name ::= + +The above grammar defines a path as a sequence of path segments, where each segment describes moving from one location to another via some description. Locations are described by an optional adjective and a noun or place name. Descriptions consist of an adjective and a noun. The type\_name, place\_name, and thing\_name non-terminals can be further defined as necessary. + +This grammar allows for the generation of prompts such as: + +* "From a dark dungeon to a hidden treasure via a secret passage" +* "From the entrance of the labyrinth to the monster's lair via a winding path" +* "From the country inn to the city square via a cobblestone street" +* "From the top of the hill to the bottom via a steep slope" +* etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_201.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_201.txt new file mode 100644 index 0000000..558d50a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_201.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= "the" + ::= "a" "corridor" "connecting" "to" + ::= | "magical" | "cursed" + ::= "weapon" | "spell" | "artifact" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" + ::= | "of" + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "restaurant at the end of the universe" +``` +This grammar defines a `` as a sequence of one or more `` elements, connected by `` elements. A `` is simply a named location in the dungeon, while a `` is a type of room that connects two other rooms. The type of the corridor is determined by the optional `` element, which can be modified with "magical" or "cursed" to add flavor to the game. + +The `` element is used to name locations in the dungeon, and it can be either a single place term or a sequence of nested place terms. The `` element defines the type of object that can appear in the dungeon, such as weapons, treasures, or monsters. + +This grammar can be used to generate prompts for creating different parts of the dungeon by selecting specific elements from it and combining them with verbs and other context information. For example, the following prompt could be generated using this grammar: +```vbnet +"We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via a simulation process. Imagine running the code and all the output it would generate. Given the entrance of the dungeon, please create a magical weapon corridor connecting the country of origin to the first room in the path." +``` +This prompt tells the language model to create a "magical weapon" type of corridor that connects the "country of origin" place term to the first room in the ``. The language model can then generate text describing this corridor based on its knowledge of the game world and the grammar. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_202.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_202.txt new file mode 100644 index 0000000..680a2e9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_202.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```css + ::= { } + + ::= "entrance" | "treasure room" | "boss room" | ... + + ::= "north" | "south" | "east" | "west" +``` +This grammar defines a `path` as starting at the `entrance` and then having zero or more pairs of a `direction` and a `room`. A `room` can be any type of room in the dungeon, such as the `treasure room` or the `boss room`. A `direction` is one of the four cardinal directions. + +This grammar can be used to generate prompts for creating the dungeon by expanding each non-terminal symbol into a natural language prompt. For example, the `` non-terminal could be expanded into the following prompt: +```vbnet +"Generate a path through the dungeon starting at the entrance and ending at the final room. The path should consist of a series of rooms connected by directions." +``` +The other non-terminals can be expanded similarly to create prompts for generating the individual components of the path. These prompts can then be used as input to your language model to generate the text for each component of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_203.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_203.txt new file mode 100644 index 0000000..b48c2fc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_203.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine a " " in a " , " with " + ::= "dungeon" | "room" | "corridor" | "monster" | "treasure" | "trap" + ::= | + ::= "entrance" | "intersection" | "dead end" | "chamber" | "throne room" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= " " + ::= ( ",")* + ::= "dark" | "twisty" | "secretive" | "deadly" + ::= ( ",")* + ::= | | | + ::= "goblin" | "troll" | "dragon" | "lich" | "minotaur" + ::= "gold" | "jewel" | "magic staff" | "holy grail" +``` +This grammar defines a prompt as an imaginative statement about a specific type of object (dungeon, room, etc) located in a particular place and described by a list of adjectives and nouns. The grammar includes non-terminals for the different types of objects, places, and descriptions that can be used to construct a prompt. + +You could use this grammar to generate prompts by randomly selecting values for the non-terminals in the grammar and then concatenating them together in the appropriate order. For example, you might generate the following prompt using this grammar: +``` +Imagine a dungeon in a north corridor, with a dark, twisty, secretive maze of corridors and chambers filled with gold, goblins, and traps. +``` +This prompt tells the language model to imagine a dungeon that is located in a "north corridor" and has a specific set of adjectives (dark, twisty, secretive) and nouns (maze of corridors and chambers, gold, goblins, traps). The language model can then use this prompt as context to generate a description of the dungeon that is consistent with the given context. + +You could also extend this grammar by adding new non-terminals for other types of objects or descriptions that you want to include in your prompts, such as monsters, treasures, traps, and so on. By customizing the grammar to fit your specific needs, you can generate a wide variety of prompts that will help the language model create a rich and detailed dungeon simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_204.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_204.txt new file mode 100644 index 0000000..3f6dd6b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_204.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= * + ::= | + ::= "We are in a room with exits leading to the " ". There is a " " and a " " in this room." + ::= "north" | "south" | "east" | "west" + ::= "We are in a corridor leading to the " ". There is a " " and a " " in this corridor." + ::= (", " ) * + ::= + ::= + ::= "table" | "chest" | "statue" + ::= "painting" | "torch" | "window" + ::= "holding" | "guarding" | "hiding" + ::= "illuminating" | "showing" | "blocking" + ::= "oak" | "steel" | "marble" + ::= "flickering" | "stained-glass" | "stone" +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, with each segment being either a room or a corridor. Rooms and corridors have features, which are described using a noun, verb, and adjective. The exits in each room or corridor are also specified. + +You can use this grammar to generate different paths by changing the sequence of `` elements in the `` production. For example, you could generate a winding path through the dungeon with many rooms and corridors by using the following production: +```less + ::= +``` +You can also customize the grammar to generate prompts for specific types of rooms or corridors, or to include additional features. For example, you could add a production for a "boss room" that includes a boss monster and special loot: +```less + ::= | | + ::= "We are in a boss room with exits leading to the " ". There is a " ", a " ", and a mighty " " in this room, along with some special " "!" + ::= "dragon" | "lich" | "golem" + ::= "treasure" | "artifact" | "magic weapon" +``` +By using this grammar to generate prompts for creating a dungeon, you can ensure that the prompts are varied and interesting, while still following a consistent structure. This will help you create a more engaging and immersive simulation for your users. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_205.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_205.txt new file mode 100644 index 0000000..ffabd4d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_205.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +prompt -> "Imagine" "a" type_name "that is a(n)" attribute "in" place ";" +type_name -> "path" | "room" | "monster" | "treasure" | "quest" +attribute -> (adjective | "maze-like" | "full-of" noun) +adjective -> "dark" | "twisting" | "narrow" | "labyrinthine" | "deadly" +noun -> "traps" | "puzzles" | "treasures" | "monsters" +place -> place_type location +place_type -> "the" | "this" | "a" +location -> (determiner noun) | preposition phrase | proper_noun +determiner -> "the" | "a" | "an" +noun -> "path" | "room" | "monster" | "treasure" | "quest" +preposition -> "to" | "through" | "past" | "behind" +phrase -> determiner noun ("with a(n)" adjective)? +proper_noun -> "the entrance" | "the end" +``` +This grammar can be used to generate prompts for creating different elements of the dungeon, such as paths, rooms, monsters, treasures, and quests. The `type_name` non-terminal determines which type of element is being created. The `attribute` non-terminal allows for the addition of descriptive adjectives or phrases to the element. The `place` non-terminal specifies where the element is located in the dungeon. + +For example, a prompt generated from this grammar might look like: "Imagine a path that is full-of traps and twisting in a maze-like labyrinth behind the entrance;". This prompt instructs the model to create a path with certain attributes (full-of traps and twisting) in a specific location (behind the entrance). + +This grammar can be extended to include more elements, such as NPCs, traps, puzzles, etc. Also this is just one possible way to generate prompts for creating a dungeon and there might be other ways that would work better for your use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_206.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_206.txt new file mode 100644 index 0000000..e2c6186 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_206.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon_path = (room | hallway)*, treasure_chest, boss_battle, exit; + +room = "the" room_name, (monster | NIL), treasure_box; + +hallway = "the" hallway_name, (monster | NIL); + +treasure_chest = "a treasure chest", contains, loot; + +boss_battle = "a boss battle", against, boss; + +exit = "the exit"; + +room_name = "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe"; + +monster = "a monster" | "a dragon" | "a goblin" | "a troll" | "a giant spider"; + +treasure_box = "a treasure box" | "a chest" | "a bag" | "a wallet"; + +loot = "gold coins" | "magic items" | "rare artifacts"; + +boss = "the dragon king" | "the goblin lord" | "the troll queen" | "the giant spider queen"; +``` +In this grammar, a `dungeon_path` consists of a sequence of `room`s and/or `hallway`s leading to a `treasure_chest`, followed by a `boss_battle`, and ending with an `exit`. Each `room` has a name, may contain a `monster`, and has some amount of `treasure`. A `hallway` also has a name and may contain a `monster`. The `treasure_chest` contains some `loot`, and the `boss_battle` is fought against a specific `boss`. + +This grammar can be used to generate prompts by replacing non-terminals with descriptions in English. For example, the following prompt could be generated from this grammar: +```less +Imagine a dungeon path starting at the entrance and leading all the way to the end. The path consists of a series of rooms and hallways. In each room, there may be a monster guarding a treasure box. The treasure boxes contain various loot such as gold coins, magic items, or rare artifacts. At the end of the dungeon, there is a boss battle against the dragon king. +``` +This prompt can then be used to create the simulation by generating specific instances of `room`, `hallway`, and other non-terminals in the grammar. The resulting simulation would include all of the elements specified in the prompt, such as monsters, treasure boxes, and a boss battle. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_207.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_207.txt new file mode 100644 index 0000000..2f3408f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_207.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```css +path ::= [room | hallway | staircase | treasure_room | boss_room] +room ::= "the " place " room" +hallway ::= "the " place " hallway" +staircase ::= "the " place " staircase leading to the " next_place +treasure_room ::= "the treasure room filled with " treasure +boss_room ::= "the boss room guarded by a " monster +next_place ::= [place | path] +``` +This grammar defines a `path` as a series of `room`, `hallway`, `staircase`, `treasure_room`, or `boss_room` elements. Each element is defined in terms of a `place`, which can be either a specific location such as "the entrance" or "the treasure chamber", or another path element. The `next_place` production allows for recursion, allowing the creation of complex paths through the dungeon. + +For example, using this grammar you could generate a prompt like: +```vbnet +Imagine creating a path through the dungeon that starts at the entrance and ends in the treasure chamber. The path should include the following elements: +- the entrance room +- the hallway leading to the first staircase +- the first staircase leading up to the second hallway +- the second hallway leading to the second staircase +- the second staircase leading down to the third hallway +- the third hallway leading to the treasure room filled with gold and gems +- the treasure chamber guarded by a dragon +``` +This prompt specifies a path through the dungeon that includes several different types of elements, including rooms, hallways, staircases, a treasure room, and a boss room. The `next_place` production allows for recursion, allowing you to specify complex paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_208.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_208.txt new file mode 100644 index 0000000..ba103e0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_208.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```ruby +path ::= (room | corridor) path-segment* +room ::= "We are in a room with " description ", it leads to the " connector +corridor ::= "We are in a corridor leading to " direction ", it has " description +path-segment ::= room | corridor +description ::= adjective+ noun +adjective ::= "dark" | "dimly lit" | "cramped" | "spacious" | "ornate" +noun ::= "chamber" | "cellar" | "passageway" | "tunnel" | "cavern" +connector ::= "north door" | "south passage" | "east gate" | "west exit" +direction ::= "north" | "south" | "east" | "west" +``` +This grammar defines a `path` as a sequence of one or more `room`s and/or `corridor`s. Each `room` has a description of the room's features, followed by the connector that leads out of the room. A `corridor` has a description of the corridor, followed by the direction it leads to. The `path-segment` nonterminal is used as a convenient shorthand for either a `room` or a `corridor`. + +The `description` nonterminal is defined as one or more adjectives followed by a noun. This allows for a variety of different descriptions to be generated, depending on the specific adjectives and nouns chosen. The `adjective` and `noun` nonterminals can be further expanded if desired, using additional rules to define their structure. + +The `connector` nonterminal is defined as one of several possible connectors that might lead out of a room, such as a "north door" or an "east gate". The `direction` nonterminal defines the direction that the corridor leads in, such as "north" or "west". + +Overall, this grammar provides a basic structure for generating prompts that can be used to create a path through a dungeon. By varying the specific rules and terminals used, it is possible to generate a wide range of different prompts that can be used to create diverse and interesting dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_209.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_209.txt new file mode 100644 index 0000000..a7d6722 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_209.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" + + ::= + { "-" } + + ::= + [ "to" ] + + ::= + [ "" ] [ "" ] + + ::= "the" + + ::= ( "entrance" | "exit" | "chamber" | "passage" | "corridor" | "hallway" | "staircase" | "door" | "gate" | "portal" ) + + ::= + ( "of" ) + + ::= ( "stone" | "wood" | "iron" | "golden" | "silver" | "crystal" | "marble" | "jade" | "ivory" | "brass" ) + + ::= + ( "" { "," } ) + + ::= ( "dark" | "dimly-lit" | "bright" | "well-lit" | "secret" | "hidden" | "locked" | "trapped" | "guarded" | "magical" ) + + ::= ( "chest" | "treasure" | "monster" | "trap" | "switch" | "lever" | "pressure-plate" | "statue" | "painting" | "mural" ) + +For example, the following would be a valid prompt generated by this grammar: + +Imagine the entrance to the dimly-lit corridor of stone, lined with dark chests and traps, leading to the bright chamber of gold, guarded by a magical monster and adorned with paintings. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_21.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_21.txt new file mode 100644 index 0000000..231e16e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_21.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "From" place\_1 "to" place\_2 "via" type\_name + +place\_1, place\_2 ::= any place name from the provided list (e.g. "the entrance", "the keep", etc.) + +type\_name ::= any type name from the provided list (e.g. "weapon", "treasure", etc.) + +ε ::= empty string (indicates end of path) + +This grammar generates a sequence of path segments, where each segment goes from one place to another via some type of object or obstacle. The path ends when there are no more segments to generate. The ε symbol is used to indicate the end of the path. Place and type names can be selected from the provided lists as needed. + +To use this grammar to generate prompts, you would need to write a program that recursively generates strings according to the rules of the grammar. For example, to generate a single path segment, you could randomly select a place name for place\_1 and place\_2, and then randomly select a type name from the list of available types. You would then concatenate these three elements into a string in the format "From place\_1 to place\_2 via type\_name". + +You can repeat this process to generate multiple path segments, forming a longer path through the dungeon. The recursive nature of the grammar allows you to generate paths of any length, from short paths with just a few segments to long, winding paths that explore every corner of the dungeon. + +To make things more interesting, you could add additional rules to the grammar to introduce variety and complexity into the generated paths. For example, you could allow for branching paths, where multiple path segments lead from the same place\_1 to different place\_2's via different type\_names. You could also include loops, where a path segment leads back to the same place it started from. + +Overall, this grammar provides a flexible and extensible framework for generating prompts that can help you create a rich and varied dungeon environment for your fantasy role-playing game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_210.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_210.txt new file mode 100644 index 0000000..27317fb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_210.txt @@ -0,0 +1,194 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { } + + ::= [ "with a" ] [ "in the" ] + + ::= "via" | "through" | "by way of" + + ::= "room" | "chamber" | "hallway" | "corridor" | "passage" + + ::= "dimly lit" | "narrow" | "twisting" | "treacherous" + + ::= | | + + ::= "entrance" | "exit" | "intersection" | "dead end" + + ::= "north" | "south" | "east" | "west" | "center" + + ::= "upper level" | "lower level" | "outer ring" | "inner sanctum" +``` +This grammar can be used to generate prompts for creating a dungeon path by recursively expanding the `` non-terminal. For example, one possible path might be: +``` +entrance room via dimly lit hallway to northwest corner chamber with a hidden door in the lower level +``` +To generate this prompt using the grammar, you would start by expanding the `` non-terminal as follows: +``` + => { } + => +``` +Then, you would expand the first `` non-terminal: +``` + ::= [ "with a" ] [ "in the" ] + => "with a" "in the" + => "entrance" "with a" "dimly lit" "in the" "lower level" +``` +Next, you would expand the `` non-terminal: +``` + ::= "via" | "through" | "by way of" + => "via" +``` +Finally, you would expand the second `` non-terminal: +``` + ::= [ "with a" ] [ "in the" ] + => + => "room" "with a" "hidden door" "in the" "northwest corner" +``` +By combining these expansions, you get the following prompt: +``` +entrance room via dimly lit hallway to northwest corner chamber with a hidden door in the lower level +``` +You can use this same process to generate many different prompts for creating a dungeon path. You can also extend the grammar to include other elements of the dungeon, such as monsters, treasures, and traps. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_211.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_211.txt new file mode 100644 index 0000000..6f66d32 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_211.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +path ::= path\_segment | empty + +path\_segment ::= "move" direction "through" room "to" next\_room + +direction ::= "north" | "south" | "east" | "west" + +room ::= identifier + +next\_room ::= identifier + +empty ::= "" + +identifier ::= [a-zA-Z\_][a-zA-Z0-9\_\*]* + +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at the entrance and ending at the final room. It includes rules for generating paths with multiple segments, as well as rules for generating individual path segments consisting of a direction, a current room, and a next room. The "identifier" rule allows for the generation of arbitrary room names using alphanumeric characters and underscores, optionally followed by an asterisk (\*). + +To generate prompts using this grammar, you can use a tool such as ANTLR or a simple recursive function that constructs the prompt string based on the current production rule being expanded. For example, a recursive function for generating path\_segment prompts might look something like this: +```scss +function generatePathSegmentPrompt(currentRoom, nextRoom) { + const directions = ["north", "south", "east", "west"]; + const direction = sample(directions); + return `Imagine a path segment where the player moves ${direction} from ${currentRoom} to ${nextRoom}. What does that look like?`; +} +``` +This function takes two arguments, currentRoom and nextRoom, representing the current and next rooms in the path segment. It randomly selects a direction using the sample() function (which can be implemented using a pseudorandom number generator), then constructs a prompt string that asks the user to imagine a path segment with the given direction and rooms. + +Using this function and similar functions for generating other types of prompts, you can create a program that generates prompts for creating a dungeon based on the grammar rules defined above. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_212.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_212.txt new file mode 100644 index 0000000..231766c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_212.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= "the" + ::= | "-connected-with" + ::= "a" | "a" "with-a" + ::= | "-and-a" + ::= | "-doing" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" + ::= "path-through-the-dungeon" | "starting-at-the-entrance" | "going-all-the-way-to-the-ends" +``` +This grammar defines a path through the dungeon as a series of rooms connected by connecting features. A room is defined by a place, which can be a type name or a combination of places connected by "-connected-with". The connecting feature between two rooms is defined by a type name or a type name with another type name. The verb used in the prompt is defined by a verb prefix and an action. + +It's worth noting that this grammar can be further expanded and modified to generate more complex prompts for creating different parts of the dungeon, such as treasures, monsters, quests, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_213.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_213.txt new file mode 100644 index 0000000..2f6c7fa --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_213.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less +prompt -> "Imagine" "a" type_name "path" "through" "the" dungeon "from" start "to" end +type_name -> "corridor" | "room" | "challenge" | "secret" +dungeon -> "dungeon" +start -> place | entrance +end -> place | treasure_chest +place -> "the" place_name +entrance -> "entrance" +treasure_chest -> "treasure chest" +place_name -> "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "platos cave" | "garden of eden" | "river styx" | "restaurant at the end of the universe" +``` +This grammar can be used to generate prompts for creating different types of paths through a dungeon, including corridors, rooms, challenges, and secrets. The path starts at the entrance or any other place in the dungeon and ends at a treasure chest or any other place. The `type_name`, `dungeon`, `place`, `start`, and `end` non-terminals can be further expanded with more detailed descriptions if needed. + +For example, using this grammar, one possible prompt would be: "Imagine a corridor path through the dungeon from the entrance to the treasure chest in the labyrinth." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_214.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_214.txt new file mode 100644 index 0000000..b826bec --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_214.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine" + ::= | + ::= + ::= "going" | "turning" | "entering" | "exiting" + ::= + ::= | "magical" | "monstrous" | "mysterious" + ::= | | "path" | "door" | "chamber" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + ::= "the country" | "the region" | "the city" | "the street" | "the house" + | "the building" | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" | "the keep" + | "the hideout" | "Plato's cave" | "the garden of Eden" + | "the river Styx" | "the restaurant at the end of the universe" +``` +This grammar can be used to generate a variety of prompts for creating different parts of a dungeon. For example, some possible prompts generated using this grammar include: + +* Imagine going down a long, dark hallway. +* Turning into a mysterious cave filled with magical treasures. +* Entering the city through a monstrous gate guarded by dragons. +* Exiting the dungeon and finding yourself in a beautiful garden of Eden. +* Going through a door leading to a room filled with ancient artifacts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_215.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_215.txt new file mode 100644 index 0000000..caf2e7a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_215.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_prompt = "Imagine a", type_name, "in the", place, "." +type_name = "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place = the_country | the_region | the_city | the_street | the_house | the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | the_room | the_hallway | the_chest | the_bag | the_wallet | the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | the_river_styx | the_restaurant_at_the_end_of_the_universe +the_country = "the country" +the_region = "the region" +the_city = "the city" +the_street = "the street" +the_house = "the house" +the_building = "the building" +the_dungeon = "the dungeon" +the_labyrinth = "the labyrinth" +the_cave = "the cave" +the_swamp = "the swamp" +the_room = "the room" +the_hallway = "the hallway" +the_chest = "the chest" +the_bag = "the bag" +the_wallet = "the wallet" +the_vault = "the vault" +the_keep = "the keep" +the_hideout = "the hideout" +platos_cave = "platos cave" +garden_of_eden = "garden of eden" +the_river_styx = "the river styx" +the_restaurant_at_the_end_of_the_universe = "the restaurant at the end of the universe" +``` +This grammar allows for generating prompts that describe a specific type of item or element in a specific location, which can be used to create a path through the dungeon starting at the entrance and going all the way to the ends. The non-terminals `type_name` and `place` are defined as alternatives (using the `|` symbol) that allow for different types of items or locations to be selected. + +The grammar can be used to generate prompts by recursively expanding non-terminals until only terminals remain. For example, a prompt for a weapon in a dungeon could be generated as follows: +```makefile +dungeon_prompt = "Imagine a", type_name, "in the", place, "." +type_name = "weapon" +place = the_dungeon +``` +which expands to: +```python +dungeon_prompt = "Imagine a weapon in the dungeon." +``` +This prompt could then be used to generate a specific type of weapon, such as a sword or a bow, and a more detailed description of the location within the dungeon. The grammar can also be extended with additional non-terminals and alternatives to allow for generating prompts for other types of elements in the dungeon, such as NPCs, puzzles, or traps. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_216.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_216.txt new file mode 100644 index 0000000..7ac98c1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_216.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```ruby +path = room, { hall, room } | empty +room = "the", (type_name | place), { adjective } +hall = "a", { adjective }, "hallway leading to" +adjective = "dark" | "twisting" | "narrow" | ... +type_name = "dungeon" | "crypt" | "labyrinth" | ... +place = "entrance" | "exit" | "chamber" | ... +``` +This grammar defines a `path` as starting with a single `room`, followed by zero or more sequences of a `hallway` and a `room`. Each `room` is described using a type name or place, possibly modified by one or more adjectives. A `hallway` is simply described as "a" followed by any number of adjectives and the phrase "leading to". The `adjective` non-terminal can be expanded to any number of descriptive words that might be used to modify a room or hallway. + +To generate a path, you could start at the entrance and randomly choose from the available type names and places to describe the first room. Then, for each subsequent room, you would randomly choose an adjective, followed by a randomly chosen type name or place. To decide whether to include a hall between rooms, you could flip a coin or use some other randomizing mechanism. + +This is just one example of how a grammar like this could be used to generate descriptions for a dungeon generator. There are many other ways to approach the problem, and the specific details would depend on the requirements of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_217.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_217.txt new file mode 100644 index 0000000..a6f2db7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_217.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_path ::= entrance room+ treasure\_room? +entrance ::= "the entrance" +room ::= "a room connected with" room | path\_element +path\_element ::= door | hallway | stairway +door ::= "a door leading to" room +hallway ::= "a hallway leading to" room +stairway ::= "a stairway leading up to" floor | "a stairway leading down to" floor +floor ::= "the upper floor" | "the lower floor" | "the ground floor" | "the basement" +treasure\_room ::= "a treasure room containing" loot +loot ::= "gold coins" | "magic items" | "rare treasures" + +This grammar defines a dungeon as a sequence of rooms, with the first room being the entrance and the last room being a treasure room that contains some sort of loot. Each room is connected to the previous room by either another room or a path element such as a door, hallway, or stairway. The stairway can lead up to a higher floor or down to a lower floor. + +Here are some example prompts that could be generated using this grammar: + +* "Imagine the entrance of the dungeon and a room connected with it. What is your response? Please generate variant array of size 3." +* "Consider a door leading to a room connected with another room. What is your response? Please generate variant array of size 3." +* "Draw a hallway leading to a stairway leading down to the lower floor. What is your response? Please generate variant array of size 3." +* "Paint a treasure room containing gold coins. What is your response? Please generate variant array of size 1." + +These prompts could then be used as input to the language model and proof engine in order to generate descriptions for each element of the dungeon. The generated descriptions could then be used by an artist to create visual representations of the dungeon, or by a game developer to implement the dungeon in a video game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_218.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_218.txt new file mode 100644 index 0000000..ab30210 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_218.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon := {path}* +path := entrance room1 direction room2 direction ... exit +entrance := "the entrance" +exit := "the exit" +room := room_name description? +room_name := "room" [number] +number := 1..99 +description := "is a" adjective* "room with" feature+ +adjective := "dark" | "cold" | "damp" | "hot" | "loud" +feature := "a chest" | "a table" | "a door" | "a window" +direction := "north" | "south" | "east" | "west" +``` +The `dungeon` production represents the overall structure of a dungeon, which consists of one or more paths. Each path starts at the entrance and leads to the exit, passing through a series of rooms connected by directions. A room is identified by a name (e.g., "room1") and may have an optional description consisting of adjectives and features. + +This grammar can be used to generate prompts for creating a dungeon by instantiating the non-terminals with specific values. For example, the following prompt could be generated by instantiating the `path` production: +```python +"Generate a path from the entrance to the exit. The first room is room1, which is a dark room with a chest and a door. It is connected to room2, which is a cold room with a table and a window, via a north direction." +``` +This prompt can then be used as input to the language model to generate a description of the path, which can be fed into the proof engine along with other information about the dungeon to verify its consistency. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_219.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_219.txt new file mode 100644 index 0000000..f7ffdd6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_219.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon := {path}* +path := start-room room+ end-room +start-room := "the entrance" | "a random room" +end-room := "the treasure room" | "the boss room" +room := {description description-modifier?}? +description := +description-modifier := "with a" type_name +type_name := "monster" | "trap" | "puzzle" | "secret door" +``` +In this grammar, a dungeon is represented as a series of paths. A path starts at the entrance or a random room and ends at the treasure room or boss room. Each room on the path can have an optional description and an optional type name, which describes what kind of challenge or feature the room contains (e.g. a monster, trap, puzzle, or secret door). + +You could use this grammar to generate prompts for creating rooms by recursively expanding its non-terminals. For example, you could expand `path` into `start-room`, followed by one or more `room`s, and finally an `end-room`. You could then expand each of these non-terminals into their respective components (e.g. expanding `room` into a `description` and optional `type_name`). This would give you a prompt that asks the language model to generate a description for a room with a particular type of challenge or feature. + +You could also extend this grammar to include other elements of a dungeon, such as treasure, NPCs, and quest objectives. For example, you could add non-terminals for these elements and specify how they can be connected to the rest of the dungeon (e.g. via a path or a random encounter). This would allow you to generate more varied and complex prompts for creating dungeons. + +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_22.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_22.txt new file mode 100644 index 0000000..d588ee8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_22.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | "to" + ::= "" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + ::= | "" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "Plato's cave" | "Garden of Eden" | "the river Styx" | "the restaurant at the end of the universe" + ::= "connected with" | "leading to" | "adjacent to" +``` +In this grammar, a path through the dungeon is represented as a series of rooms connected by paths. Each room has a type name and a place description, where the type name indicates what kind of thing can be found in the room (e.g. a weapon, a monster, a quest) and the place description gives more details about the location of the room (e.g. "the country", "the dungeon"). The `` non-terminal represents all the possible type names that can appear in the dungeon, while the `` non-terminal represents a location or a connective phrase linking two locations. + +Using this grammar, we could generate prompts like the following: + +* A weapon in the country connected with a spell in the region +* A treasure in the city leading to a monster in the street +* An artifact in the house adjacent to an occult secret in the building +* A magic item in the dungeon connected with a challenge in the labyrinth +* A theme in the cave leading to a drama in the swamp +* A music art in the room connected with an art secret in the hallway +* A treasure chest in the chest connected with a bag in the wallet +* A quest in the vault adjacent to a keep in the hideout +* Plato's cave in Plato's cave connected with a Garden of Eden in the river Styx +* The restaurant at the end of the universe in the restaurant at the end of the universe leading to a treasure in the country + +These prompts could then be used as input to the code you provided to generate descriptions of different parts of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_220.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_220.txt new file mode 100644 index 0000000..6e1deb9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_220.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" + ::= * + ::= "to" | | "exit" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= "in" ("," )* + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" + ::= | + ::= (
)? + ::= * +
::= "a" | "an" | "the" + ::= * + ::= "dark" | "dusty" | "ancient" | "secret" | "hidden" | "mysterious" | "magical" + ::= "in" | "at" | "near" | "between" + ::= "room" | "hallway" | "chest" | "bag" | "vault" | "keep" | "hideout" | "cave" | "swamp" | "dungeon" | "labyrinth" +``` +This grammar can be used to generate a variety of different prompts for creating a dungeon, such as: + +* "Imagine a winding hallway leading to a dimly-lit chamber containing a powerful weapon and an ancient artifact." +* "Consider the entrance to a hidden cave located between two tall mountains, with a fierce monster guarding the treasure inside." +* "Draw a detailed map of a sprawling labyrinth filled with dangerous traps and valuable treasures, leading from the entrance to the innermost sanctum." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_221.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_221.txt new file mode 100644 index 0000000..d6c3b46 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_221.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```rust + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "a path through the dungeon from the entrance to the end with a" "and a" "" "connected with" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "descriptions for an artist to design a comic book panel" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the end" + ::= | "connected with" +``` +This grammar can be used to generate prompts for creating a path through the dungeon by starting with a `dungeon-prompt`, followed by a `path-segment`. The `path-segment` consists of a `dungeon-prompt`, a `type-name` and a `type-name2` separated by "a", a verb, and two places connected by "connected with". + +For example, using this grammar we can generate the following prompt: + +"Consider a path through the dungeon from the entrance to the end with a treasure and a magic items role-playing program the entrance connected with the chest." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_222.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_222.txt new file mode 100644 index 0000000..75ecb51 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_222.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= + + + ::= * + + ::= { "" }? + + ::= * + + ::= "north" | "south" | "east" | "west" + + ::= "dark" | "twisty" | "hidden" | "dangerous" + + ::= "passage" | "chamber" | "corridor" | "cave" + + ::= { "," }+ ";" +``` +This grammar defines a dungeon as one or more paths, where each path consists of two rooms connected by zero or more directions. A room is defined by its description, which includes one or more adjectives and a noun, followed by any number of exits, where an exit is defined as a direction or multiple directions separated by commas. + +With this grammar, you can generate prompts such as: + +* "Imagine a dark passage with a hidden exit to the north and a dangerous exit to the west." +* "Consider a twisty chamber with a dark exit to the east; draw an image of it." +* "Paint a hidden cave with exits to the north, south, and west connected by a dark passage." + +You can extend this grammar as needed to include other elements of a dungeon, such as monsters, treasures, quests, and so on. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_223.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_223.txt new file mode 100644 index 0000000..301d793 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_223.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= "move" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= | "till you reach" + ::= | + ::= "entrance" | "exit" | "intersection" | ... + ::= "weapon" | "spell" | "artifact" | ... + ::= [0-9]+ +``` +This grammar allows for the generation of paths through a dungeon by combining segments that specify a direction and distance to move. The distance can either be a number or reaching a specific landmark, which could be a place or type name. This way we can create prompts like "move north 5 rooms" or "move till you reach the treasure chest". + +It's important to note that this grammar is just an example and it could be adjusted to fit your needs. You could add new non-terminals, terminals, rules and constraints depending on what kind of paths you want to generate. + +Additionally, you can also include other elements like monsters, quests, treasures, etc by adding them as landmarks or type names in the grammar and including them in the path segments. This way you can create prompts that will ask for the generation of a specific element at a specific place. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_224.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_224.txt new file mode 100644 index 0000000..bd9af29 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_224.txt @@ -0,0 +1,193 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon_prompt ::= "Imagine you are building a dungeon with the following context:" + "\nVerb: {verb};" + "\nType Name: {type\_name};" + "\nPlace: {place}." + "\nWhat would be a good way to design this part of the dungeon?" + "\nPlease generate a variant array of size {try\_n}." + +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "analyse" | "lift" | "shift" | "splice" + | "quote" | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" + | "the building" | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" | "the chest" | "the entrance" + | "the exit" | + +try_n ::= {digit} + +{digit} ::= "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" + + ::= [a-zA-Z]+ +``` +This grammar allows for the generation of prompts that include a verb, type name, and place as specified in the original code. The `try_n` nonterminal allows for the specification of the number of variants to be generated, and the `` nonterminal allows for the inclusion of custom place names. + +For example, a prompt generated using this grammar might look like: +``` +Imagine you are building a dungeon with the following context: +Verb: create; +Type Name: monster; +Place: the cave connected with the entrance. +What would be a good way to design this part of the dungeon? +Please generate a variant array of size 3. +``` +This prompt asks the user to imagine creating a monster in a cave that is connected to the entrance of the dungeon, and to generate three different variants for how this might be done. The user could then use this prompt as input to their simulation, and the output would be the generated variants for the given context. + +It's worth noting that this is just one example of a possible grammar for generating prompts for creating a dungeon. There are many other ways that this grammar could be designed, depending on the specific requirements and constraints of the simulation. For example, the `verb` nonterminal could include additional verbs, or the `place` nonterminal could include additional place names. The important thing is to create a grammar that allows for the generation of meaningful prompts that can be used as input to the simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_225.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_225.txt new file mode 100644 index 0000000..6415f71 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_225.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= + + + ::= | + + ::= "Enter" + + ::= + + ::= "dark" | "dank" | "creepy" | "twisting" | "winding" + + ::= "corridor" | "tunnel" | "passageway" | "hallway" | "chamber" + + ::= "north" | "south" | "east" | "west" | "up" | "down" +``` +This grammar defines a dungeon as a series of paths, where each path consists of one or more rooms connected by a direction. A room is defined by a description, which consists of an adjective and a noun. The grammar includes a small set of predefined adjectives and nouns to describe the rooms, but these could be expanded as needed. + +Using this grammar, it would be possible to generate prompts such as "Enter a dark corridor leading north to a winding passageway" or "Enter a dank chamber with a twisting hallway leading east". These prompts could then be used to create a text-based representation of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_226.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_226.txt new file mode 100644 index 0000000..0af96e4 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_226.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= { } + + ::= [ "with a" ] [ "in the" ] + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" + + ::= { "," } + + ::= [ "connected with" ] + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= { } + + ::= [ a-zA-Z ] { a-zA-Z } +``` +In this grammar, `` represents the entire path through the dungeon. It consists of one or more `` elements, separated by `` elements that indicate how to move from one room to the next. Each `` is represented by a ``, which specifies what type of object or entity can be found in the room. The optional `` element allows for additional descriptive details about the object, and the optional `` element describes where the room is located. + +The `` elements specify how to move from one room to the next. There are six possible directions: north, south, east, west, up, and down. + +The `` element consists of an optional list of adjectives that describe the object in the room. Each adjective is represented by an ``, which can consist of one or more `` elements. + +Finally, the `` element describes where the room is located. It consists of a `` element, which specifies the general location of the room (e.g. "the dungeon", "the city"), followed by an optional description of how this place is connected to another place. + +Using this grammar, you can generate prompts for creating a dungeon by generating strings that conform to its rules. For example, here is a possible prompt generated using this grammar: +```less +Create a path through the dungeon, starting at the entrance and ending at the boss room. The path consists of the following rooms: +- A treasure room with a glittering gold chest in the dark, damp corridor connected with the entrance +- An orc warlord monster in the fiery, lava-filled cavern connected with the treasure room +- A challenging platforming puzzle challenge up a winding staircase connected with the orc warlord monster's lair +- A dramatic theme of betrayal and intrigue in a secret underground chamber connected with the platforming puzzle challenge +``` +This prompt conforms to the rules specified by the EBNF grammar, and can be used to create a dungeon that matches its description. You can modify the grammar to suit your specific needs, or generate different prompts for different parts of the dungeon (e.g. treasures, monsters, quests, etc.). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_227.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_227.txt new file mode 100644 index 0000000..d48b19e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_227.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= | | | | + + ::= "Path from" "to" + | "Path through" "," ["," ...] + + ::= "entrance" | + + ::= "boss room" | + + ::= "room" + + ::= [0-9]+ + + ::= "Treasure" + + ::= "Monster" + + ::= "Quest" + + ::= ["," ] + + ::= "shiny" | "magical" | "dangerous" | ... + + ::= "sword" | "gem" | "dragon" | ... +``` +This grammar allows for the generation of prompts for creating a variety of elements in a dungeon, including paths, rooms, treasures, monsters, and quests. It also includes a way to specify the starting and ending points of a path, as well as adjectives and nouns that can be used to describe various elements of the dungeon. This is just an example, you could extend or modify this grammar based on your specific requirements and needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_228.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_228.txt new file mode 100644 index 0000000..e8dab55 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_228.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" "a" "" + ; + + ::= "path" | "room" | "monster" | "treasure" | "quest" + ; + + ::= [] [] + ; + + ::= | + ; + + ::= ["," ]* + ; + + ::= "dark" | "dusty" | "spooky" | "secret" | "hidden" + ; + + ::= "guarded by" | "leading to" + ; + + ::= "entrance" | "exit" | "intersection" | "dead end" + | [] + ; + + ::= "north" | "south" | "east" | "west" + ; + + ::= + + ; + + ::= "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" + ; +``` +This grammar allows for the generation of prompts asking the user to imagine a particular type of object (e.g. path, room, monster) with a given description. The description consists of a location, which can be a specific place or direction, optionally modified by a list of adjectives and followed by a verb phrase indicating what the object does or leads to. + +For example, a prompt generated using this grammar might look like: "Imagine a path leading to a secret room with a dusty entrance guarded by a group of goblins." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_229.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_229.txt new file mode 100644 index 0000000..4de9af2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_229.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: +```makefile +prompt ::= "Imagine" "a path through a dungeon from the entrance to the end with the following context: Verb: " verb "; Type Name: " type_name "; Place: " place "; Generate variant array of size " num_variants ; +verb ::= "walking" | "running" | "crawling" | "flying" | "teleporting"; +type_name ::= "corridor" | "tunnel" | "passageway" | "staircase" | "elevator"; +place ::= "the entrance" | "room 1" | "room 2" | ... | "the end"; +num_variants ::= "1" | "2" | "3" | "4" | "5"; +``` +This grammar can generate prompts such as: + +* Imagine a path through a dungeon from the entrance to the end with the following context: Verb: walking; Type Name: corridor; Place: the entrance; Generate variant array of size 1 +* Imagine a path through a dungeon from the entrance to the end with the following context: Verb: running; Type Name: tunnel; Place: room 1; Generate variant array of size 2 +* Imagine a path through a dungeon from the entrance to the end with the following context: Verb: crawling; Type Name: passageway; Place: room 2; Generate variant array of size 3 +* Imagine a path through a dungeon from the entrance to the end with the following context: Verb: flying; Type Name: staircase; Place: room 3; Generate variant array of size 4 +* Imagine a path through a dungeon from the entrance to the end with the following context: Verb: teleporting; Type Name: elevator; Place: the end; Generate variant array of size 5 + +You can extend this grammar to include more elements of the dungeon, such as monsters, treasures, and quests. You can also add more options for verbs, type names, places, and number of variants. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_23.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_23.txt new file mode 100644 index 0000000..a6389cf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_23.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```ruby +path ::= entrance room* exit +entrance ::= "the entrance" +room ::= ("a room with " type_name) | ("a room connected to " room) +type_name ::= weapon | spell | artifacts | magic_items | treasure + | monster | quest | challenge | theme | drama + | music | art | secrets | occult | reveal + | hero_journey +exit ::= "the exit" +``` +This grammar defines a `path` as starting with an `entrance`, followed by zero or more `room`s, and ending with an `exit`. The `entrance` is defined as the string "the entrance". A `room` can be either a room with a specific `type_name`, or a room that is connected to another `room`. The `type_name` can be one of several different options, such as "weapon" or "monster". Finally, the `exit` is defined as the string "the exit". + +To use this grammar to generate prompts for creating the dungeon, you could create a function that takes in a list of `type_name`s and generates a path based on the grammar. For example: +```python +let generate_path type_names = + let room1 = "a room with " ^ List.nth type_names 0 in + let room2 = "a room connected to " ^ room1 in + let room3 = "a room with " ^ List.nth type_names 1 in + let path = entrance ^ room1 ^ room2 ^ exit in + path +``` +This function takes in a list of `type_name`s and generates a path that includes two rooms, each with one of the specified `type_names`. The `entrance` and `exit` are included as well. + +You could then use this function to generate multiple paths, each with different combinations of `type_names`, to create a diverse set of prompts for generating the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_230.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_230.txt new file mode 100644 index 0000000..faa8027 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_230.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: + + ::= "Imagine creating a path from the entrance to the end in a dungeon with the following characteristics: " + ::= ( " " "\n" | " connected to " "\n")+ + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-playing" | "specifying" | "encoding" | "coding" | "programming" | "proving" | "creating" | "designing" | "describing" | "analysing" | "lifting" | "shifting" | "splicing" | "quoting" | "quasi-quoting" | "meta-quoting" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +The grammar allows for generating prompts that describe a path through the dungeon, with various types of elements (weapons, spells, etc.) along the way. Each element can be specified by its type name and a verb describing how it is used in the context of the game. Additionally, each element can also be connected to a place, providing more detail about its location in the dungeon. + +For example, a prompt generated from this grammar might look like: +"Imagine creating a path from the entrance to the end in a dungeon with the following characteristics: +role-playing weapon +specifying spell connected to the city +creating artifact connected to the swamp +analysing treasure connected to the room +quasi-quoting challenge connected to plato's cave" + +This prompt describes a path through the dungeon that includes several types of elements, each with a verb describing how it is used and connected to a place. The language model can then use this prompt to generate more detailed descriptions or simulations of the path and its elements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_231.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_231.txt new file mode 100644 index 0000000..a7eb1b0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_231.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +prompt -> "Imagine" verb type_name place +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "create descriptions for an artist" + | "create descriptions for a comic book panel" + | "analyse" | "lift" | "shift" | "splice" | "quote" + | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" +place -> "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" | "the labyrinth" + | "the cave" | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "platos cave" | "garden of eden" + | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar defines a prompt as being composed of an "Imagine" keyword, followed by a verb, a type name, and a place. The verb can be one of several options, such as "role-play", "specify", or "encode". The type name can also be one of several options, such as "weapon", "spell", or "treasure". Finally, the place can also be one of several options, such as "the country", "the city", or "the dungeon". + +Using this grammar, you could generate prompts like: + +* Imagine role-playing a weapon in the dungeon. +* Imagine specifying a spell with a trap in the cave. +* Imagine coding an artifact connected with a monster in the country. +* etc. + +By using different combinations of verbs, type names, and places, you can generate many different prompts that can be used to create a variety of elements in your dungeon simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_232.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_232.txt new file mode 100644 index 0000000..28ac184 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_232.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= + + + ::= | + + ::= "Enter" + | "Exit" + + ::= "" + | "connected to" + | "contains" + + ::= ( "of" )* + + ::= | "has" | "is" + + ::= "artifact" + | "monster" + | "treasure" + | "challenge" + + ::= ( "made of" )? + | ( "with" )* + + ::= "dungeon" | "entrance" | "exit" | + + ::= "giant" | "fire-breathing" | "golden" | "cursed" + | "ancient" | "mysterious" + + ::= "stone" | "wood" | "iron" | "diamond" + + ::= "sharp" | "glowing" | "heavy" | "magical" + + ::= "fight" | "hunt" | "collect" | "avoid" +``` +This grammar includes rules for defining the overall structure of a dungeon (a sequence of paths, where each path is made up of one or more rooms), as well as rules for generating descriptions of individual rooms. The room description rule allows for various types of information to be included, such as the name and type of the place, any objects it contains, and how it is connected to other places. + +The grammar also includes rules for generating names and properties for places, objects, verbs, adjectives, materials, and properties, using a variety of terms related to fantasy RPGs. These rules can be customized or extended as needed to generate more specific types of prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_233.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_233.txt new file mode 100644 index 0000000..4b8379c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_233.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= {room | hallway} end + +room ::= "imagine a room" description +description ::= type_name "in" place +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +hallway ::= "imagine a hallway" description + +end ::= "imagine the final destination of the dungeon" description + +This grammar describes a dungeon as a series of rooms and hallways, with the option to specify additional details about each room such as its type and location. The grammar also includes an optional "end" rule for describing the final destination of the dungeon. + +To generate a prompt using this grammar, you would start at the top level (dungeon) and follow the rules until you reach a leaf node, which represents the actual text to be generated. For example, to generate a prompt for a weapon room in a cave, you would start at "dungeon" and then follow the rules for "room" and "type\_name", resulting in the following prompt: + +imagine a room with a weapon in a cave + +You could also use this grammar to generate prompts that include more detailed descriptions of the rooms and their contents, such as monsters or treasures. To do this, you would simply follow the appropriate rules in the grammar until you reach the desired level of detail. For example, to generate a prompt for a treasure chest in a dungeon guarded by a monster, you would start at "dungeon" and then follow the rules for "room", "type\_name", "place", and "treasure", resulting in the following prompt: + +imagine a room with a treasure in a dungeon guarded by a monster + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_234.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_234.txt new file mode 100644 index 0000000..e65d060 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_234.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```vbnet +path ::= (room | hallway | corridor) (path_element)* + +path_element ::= room | door | staircase | trap + +room ::= "the " [adjective]+"room" + +hallway ::= "the " [adjective]+"hallway" + +corridor ::= "the " [adjective]+"corridor" + +door ::= "a door leading to " room + +staircase ::= "a staircase leading up to " room | "a staircase leading down to " room + +trap ::= "a trap" + +adjective ::= (["dark"] | ["twisting"] | ["narrow"]) +``` +This grammar can be used to generate prompts for creating a path through the dungeon by recursively expanding the non-terminal symbols in the `path` production rule. For example, the following prompt could be generated: + +"Imagine a dark hallway connected with a door leading to a room. What is your response? Please generate variant array of size 3." + +This prompt could then be passed to the language model as input, and it would generate three different descriptions for the specified scenario. The resulting descriptions can then be used to create the dungeon in the desired format (e.g., text, images, etc.). This process can be repeated with different prompts generated from the grammar until the entire dungeon has been created. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_235.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_235.txt new file mode 100644 index 0000000..a9a4218 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_235.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```rust + ::= "Imagine" + + ::= ("connected with" )* | "to the" + + ::= "the" + + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "restaurant at the end of the universe" + + ::= "the entrance" + + ::= "end" | "boss room" + + ::= "What is your response?" +``` +In this grammar, a prompt consists of an `Imagine` keyword followed by a path and an objective. The path describes the sequence of locations that the player will go through in the dungeon, starting from the entrance and ending at the exit. Each location can be connected with another location using the "connected with" phrase. The objective is simply a question asking for the model's response. + +The `location_type` nonterminal represents different types of locations that can appear in the dungeon. Some examples include country, city, house, and dungeon. The `entrance` and `exit` nonterminals represent the starting and ending points of the path, respectively. + +By using this grammar, we can generate a wide variety of prompts for creating different types of dungeons with varying paths and objectives. We can also modify the grammar to include additional elements such as monsters, treasures, and challenges to make the dungeon more interesting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_236.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_236.txt new file mode 100644 index 0000000..6ce21bd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_236.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon_path ::= [entrance_description] path* exit_description + +entrance_description ::= "You enter the" place + +path ::= room action item? next_room + +action ::= "seeing" verb | "hearing" verb | "smelling" verb | "feeling" verb + +verb ::= "a" type_name | "something" type_name + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" + | "quest" | "challenge" | "theme" | "drama" | "music" | "art" + | "secret" | "occult" | "reveal" | "hero journey" + +item ::= "a" type_name + +next_room ::= room | "the end of the path" + +exit_description ::= "You have reached" place + +room ::= "the" place + +place ::= "country" | "region" | "city" | "street" | "house" + | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" + | "chest" | "bag" | "wallet" | "vault" | "keep" + | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" + | "restaurant at the end of the universe" +``` +This grammar describes a path through a dungeon, starting with an optional entrance description, followed by one or more paths, and ending with an exit description. Each path consists of a room, an action that takes place in that room, optionally followed by an item, and ending with the next room. The actions and items are described using type names, which could be expanded further to include additional details if needed. + +The `place` non-terminal describes different types of locations that could be encountered in a dungeon, such as cities, buildings, or caves. These could be further refined to add more detail to the descriptions. + +This grammar can be used to generate prompts by choosing different paths through the dungeon and generating appropriate text for each part of the path. For example, a prompt for the first path in the dungeon might look like this: +```vbnet +You enter the country. Seeing a weapon, you hear a monster nearby. You pick up the weapon and continue on your journey to the city. +``` +The grammar can be easily extended to include additional elements of the dungeon, such as puzzles, traps, or NPCs. The generated prompts could then be used to create a text-based adventure game or interactive fiction piece. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_237.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_237.txt new file mode 100644 index 0000000..db1bc4e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_237.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" + ::= * + ::= + ::= "north" | "south" | "east" | "west" + ::= | + ::= "the entrance" | "the treasure room" | ... + ::= | "connected with" + ::= + ::= "dark" | "dangerous" | "secret" | ... + ::= "hallway" | "corridor" | "chamber" | ... + ::= "and generate a dungeon layout" +``` +This grammar allows for generating prompts that describe a path through the dungeon, starting at the entrance and going all the way to the objective (e.g., "the treasure room"). The path is composed of one or more segments, each consisting of a direction and a location. Locations can be specific places within the dungeon (e.g., "the entrance"), or rooms that are connected to other locations (e.g., "a dark hallway connected with the entrance"). Rooms have names that consist of an adjective and a noun, such as "dark hallway" or "secret chamber". The objective is always "and generate a dungeon layout", indicating that the goal is to create a layout for the described path. + +Note that this grammar is just an example, and can be modified and expanded upon to suit the specific needs of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_238.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_238.txt new file mode 100644 index 0000000..89ec92d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_238.txt @@ -0,0 +1,196 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine" + + ::= { " -> " } + + ::= [ "connected with" ] + + ::= [ "" ] + + ::= [ "with a" ] [ "in the" ] + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= { "," } + + ::= [ "" ] + + ::= "role-play" | "specify" | "encode" | "code" | "program" + | "prove" | "create" | "design" | "analyse" | "lift" | "shift" + | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + + ::= [ "" ] + + ::= "entrance" | "exit" | "corridor" | "room" | "hallway" | "staircase" + | "chamber" | "passage" | "tunnel" | + + ::= + + ::= [ "" ] + + ::= { | } + + ::= "a" | "b" | "c" | ... | "z" + + ::= "0" | "1" | "2" | ... | "9" +``` +This grammar allows for the generation of prompts for creating a dungeon with multiple rooms, each with its own name and features. The `` non-terminal represents the path through the dungeon, starting at the entrance and ending at the exit. Each room in the path is represented by a ``, which consists of a `` and optional ``. The `` non-terminal specifies the type of room, such as a "weapon" or "monster" room, as well as any additional features it may have. The `` non-terminal represents any special features or challenges that the room may contain, such as a "role-playing" challenge or a "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" feature. + +The `` non-terminal allows for the specification of custom places within the dungeon, such as a "secret passage" or a "treasure chamber". The `` non-terminal allows for additional details about the features in the room, such as a "prove" challenge related to the feature. + +This grammar is just one possible way to generate prompts for creating a dungeon, and can be modified or expanded as needed. It should provide a good starting point for generating prompts using your knowledge simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_239.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_239.txt new file mode 100644 index 0000000..482e245 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_239.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= (room | corridor | chamber) + +room ::= "room" "with a" type\_name "in" place + +corridor ::= "corridor" "connecting" place1 "to" place2 + +chamber ::= "challenge room" "with a" type\_name "in" place + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +This grammar defines a dungeon as one or more rooms, corridors, or challenge rooms. A room has a type\_name and is located in a place, while a corridor connects two places and a challenge room has a type\_name and is also located in a place. The grammar allows for multiple types of objects to be placed in each room, and for the dungeon to have multiple paths that connect different rooms together. + +It's important to note that this is just an example and you can add or remove elements from it according to your needs. Also, you can use other tools like ANTLR, Yacc, Bison, etc. to generate a parser for the grammar and then use it to generate prompts programmatically. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_24.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_24.txt new file mode 100644 index 0000000..8b6be7c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_24.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon := {room | corridor}* +room := "You are in a room with " {description_element}* ". It is connected to " {connection}+ ."" +corridor := "You are in a corridor with " {description_element}* ". It leads to " {connection}+ ."" +description_element := type_name | verb | place | detail | feature +type_name := "a(n) " (weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey) +verb := "There is " {verb_element}* "." +verb_element := verb_noun | verb_preposition +verb_noun := (role-play | specify | encode | code | program | prove | create | design | compose | balance | analyze | lift | shift | splice | quote | quasi-quote | quasi-quine-quote | quasi-quine-quote-in-ocaml | quasi-quine-quote-in-ocaml-coq-metacoq | quasi-quine-quote-in-ocaml-coq-metacoq-introspector | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quote) +verb_preposition := (role-playing | specifying | encoding | coding | programming | proving | creating | designing | composing | balancing | analyzing | lifting | shifting | splicing | quoting | quasi-quoting | quasi-quine-quoting | quasi-quine-quoting-in-ocaml | quasi-quine-quoting-in-ocaml-coq-metacoq | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-orient | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quoting) "of" +detail := (color | size | shape | texture | material | pattern | smell | taste | temperature | weight | age | origin | purpose | story)+ +feature := {(prop_noun | prop_verb | prop_adj)}+ +prop_noun := (door | window | staircase | torch | chest | table | chair | bed | vase | painting | statue | tapestry | rug | curtain | flag) +prop_verb := (open | close | lock | unlock | break | fix | move | swing | turn | push | pull | lift | lower | hold | carry | use) +prop_adj := (wooden | stone | metal | marble | iron | brass | copper | silver | gold | glass | velvet | silk | wool | leather | paper | parchment | broken | rusty | dusty | damp | dark | narrow | winding | steep | hidden) +connection := "a(n) " (passageway | doorway | archway | staircase | ladder | tunnel | bridge | trapdoor | portal | gate | fence | door | curtain | veil | wall | floor | ceiling | roof | window | opening) +``` +This grammar allows for the generation of prompts that can be used to create a variety of rooms and corridors, each with its own set of descriptive elements. The `type_name`, `verb`, and `detail` non-terminals allow for a wide range of objects, actions, and descriptions to be included in the prompt. The `feature` non-terminal allows for additional properties to be added to the objects in the room or corridor, such as being made of a certain material or having a particular color. Finally, the `connection` non-terminal allows for specifying how the rooms and corridors are connected, such as through a doorway or a staircase. + +This grammar can be used with a generator tool like ANTLR, JavaCC, or Racc to generate prompts in real time as you explore the dungeon. + +Note: The grammar provided is just an example and it might not cover all possible elements of a room or corridor. You can modify and extend this grammar to fit your specific needs and requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_240.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_240.txt new file mode 100644 index 0000000..4f960af --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_240.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= (room | hallway | corridor)* +room ::= "entrance" | "treasure room" | "boss room" | ... +hallway ::= "long hallway" | "twisting hallway" | "dead-end hallway" | ... +corridor ::= "narrow corridor" | "wide corridor" | "winding corridor" | ... +``` +This grammar defines a `path` as any number of `room`, `hallway`, or `corridor` elements in any order. It also includes specific examples for each type of element, but you could replace these with more general terms if desired. + +You can then use this grammar to generate prompts by concatenating elements from the grammar and inserting variables as needed. For example: +``` +"Start at the entrance and follow the path through the dungeon. You will encounter a long hallway, which leads to a treasure room. After collecting the treasure, you must face the boss in the boss room. From there, you can take a winding corridor to reach the exit." +``` +This prompt is generated by concatenating elements from the grammar and adding some additional context to guide the user through the dungeon. You can customize the prompts further by using variables for specific values (such as the type of treasure in the treasure room) or by adding more complex branching structures. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_241.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_241.txt new file mode 100644 index 0000000..c8af7fe --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_241.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [entrance room]* treasure\_room exit + +entrance ::= "Enter the dungeon at the " place "." + +room ::= "You enter a " place " and see " things " before you." + +things ::= [description (", " description)*] + +description ::= "a " adjective noun + +adjective ::= ["ancient ", "dark ", "dank ", "twisted ", "narrow "] + +noun ::= ["corridor ", "tunnel ", "passage ", "hallway "] + +treasure\_room ::= "You enter a room filled with " treasure "." + +treasure ::= [artifact (", " artifact)*] + +artifact ::= "a " noun ("of " material) + +material ::= ["golden ", "silvern ", "bronze ", "ivory ", "jade "] + +exit ::= "You reach the end of the dungeon and find " exit\_description "." + +exit\_description ::= "a " adjective noun + +This grammar defines a dungeon as a series of rooms connected by corridors, with an entrance at the beginning and a treasure room and exit at the end. Each room contains one or more things, which are described using an adjective and a noun. The treasure room contains one or more artifacts, which are also described using an adjective and a noun. The exit is also described using an adjective and a noun. + +You can use this grammar to generate prompts for creating a dungeon by recursively expanding the non-terminals in the grammar until you reach the level of detail you want. For example, you could generate a prompt for creating the entrance to the dungeon by expanding the "entrance" non-terminal: + +Enter the dungeon at the dark tunnel. + +Or you could generate a prompt for creating a room in the dungeon by expanding the "room" non-terminal: + +You enter a narrow corridor and see a dank tunnel before you. + +I hope this helps! Let me know if you have any other questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_242.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_242.txt new file mode 100644 index 0000000..1d9f416 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_242.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine a path through the dungeon from the entrance to the end with the following context: " + + ::= " doing " " connected with " + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "ing" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" + ::= | ("platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") + ::= | ("platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon entrance" | "the first room" | "the second room" | ... | "the last room" | "the exit" +``` +This grammar allows for generating prompts that include a specific type of item or element (such as a weapon, monster, or theme) and a verb describing what to do with it, along with two connected places in the dungeon. The `` non-terminal can be used to generate more diverse prompts by including different verbs like "imagine" or "draw." + +The `` and `` non-terminals allow for the inclusion of special places in the dungeon, such as Plato's cave, the river Styx, or the restaurant at the end of the universe. These can be used to add interest and variety to the generated prompts. + +The `` non-terminal allows for generating prompts that include a sequence of rooms in the dungeon, from the entrance all the way to the exit. The `...` represents the intermediate rooms between the first and last room. This can be expanded or contracted as desired to generate prompts for paths of different lengths. + +Overall, this grammar provides a flexible and customizable way to generate prompts for creating a dungeon using your knowledge. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_243.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_243.txt new file mode 100644 index 0000000..67d768b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_243.txt @@ -0,0 +1,181 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon ::= (path | room | description) + + +path ::= "Enter" "the" place + | "Exit" "from" place + | "Go" "through" place "to" place + | "Take" path + +room ::= "Enter" "a" type_name + | "Leave" "the" type_name + | "Explore" type_name + +description ::= "Describe" object + | "Draw" object + | "Paint" object + | "Compose" object + | "Balance" object + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + +place ::= "country" | "region" | "city" | "street" | "house" + | "building" | "dungeon" | "labyrinth" | "cave" + | "swamp" | "room" | "hallway" | "chest" | "bag" + | "wallet" | "vault" | "keep" | "hideout" + | "Plato's cave" | "Garden of Eden" | "River Styx" + | "Restaurant at the end of the universe" + +object ::= type_name | place +``` +This grammar allows for generating prompts that can be used to create a path through the dungeon, describe rooms and objects within the dungeon, and generate descriptions or drawings of various elements in the game. The `+` symbol at the end of the `dungeon` rule indicates that it should contain one or more instances of the preceding rules. This allows for generating multiple prompts to create a larger and more detailed dungeon. + +The grammar includes non-terminal symbols such as `path`, `room`, `description`, `type_name`, `place`, and `object` which can be used to generate specific types of prompts. The terminal symbols, such as "Enter", "the", "Exit", "from" etc are the actual words that will be used in the prompt. + +This is just an example and it could be adjusted based on the needs of your project. You might want to add or remove non-terminals, terminals or rules depending on what you need. The idea here is that this grammar can help you generate prompts for creating a dungeon in a systematic way by breaking down the process into smaller steps. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_244.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_244.txt new file mode 100644 index 0000000..26a207d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_244.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```makefile +path ::= room (hallway room)* hallway treasure_room? + +room ::= "You enter a room with" description + +description ::= {adjective} noun {. {adjective} noun}* [.,] + +hallway ::= "You walk down a long, dark hallway and come to" door + +door ::= "a door to your left/right leading to" room | "the end of the hallway" + +treasure_room ::= "You find a hidden treasure chest containing" loot [.,] + +adjective ::= "dusty" | "cramped" | "dimly-lit" | "ancient" | ... + +noun ::= "table" | "tapestry" | "pile of bones" | "mural" | ... + +loot ::= "a golden chalice" | "a rare magic scroll" | "a chest full of coins" | ... +``` +This grammar can be used to generate a variety of paths through the dungeon, with different rooms, hallways, treasures, and descriptions. To use this grammar to generate a prompt for creating the dungeon, you could do something like: +```makefile +prompt = "Imagine a path through a fantasy dungeon that starts at the entrance and ends at the treasure room. The path should include:" + + "\n - " + num\_to\_str(count) + " rooms with unique descriptions" + + "\n - " + num\_to\_str(count-1) + " hallways connecting the rooms" + + "\n - A treasure room containing a hidden treasure chest with " + loot + + "\nWhat is your response?" + + "\nPlease generate variant array of size " + num\_to\_str(try\_n) +``` +Where `count` is the number of rooms and hallways you want to generate, `loot` is the treasure contained in the treasure room, and `try_n` is the number of variants you want to generate. You can then use this prompt with your language model to generate a variety of different paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_245.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_245.txt new file mode 100644 index 0000000..8345396 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_245.txt @@ -0,0 +1,188 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql +dungeon_prompt ::= "Imagine a path through a dungeon from the entrance to the end with:" + "\n- Type Name: " + "\n- Verb: " + "\n- Place: " + "\nWhat is your response?" + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" + +verb ::= "role-play" | "specify" | "encode" | "code" | "program" + | "prove" | "create" | "design" | "analyze" | "lift" + | "shift" | "splice" | "quote" | "quasi-quote" + | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + +place ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" | "the bag" + | "the wallet" | "the backpack" | "the pocket" + | "connected with" +``` +The non-terminal symbol `dungeon\_prompt` represents a prompt for creating a path through a dungeon. It is defined in terms of the three parts that make up the prompt: the type name, the verb, and the place. The type name can be one of several values (e.g. "weapon", "monster"), the verb can be any action that can be performed on or with the type (e.g. "role-play", "specify", "create"), and the place is where the action will take place in the dungeon (e.g. "the country", "connected with the cave"). + +The non-terminal symbol `type\_name` can have one of 17 different values, representing different types that can be found in a dungeon. The non-terminal symbol `verb` can have any number of different verbs depending on the implementation. The non-terminal symbol `place` has several basic options (e.g. "the country", "the cave"), and also includes the option to connect it with another place using the `connected with ` production. + +This grammar can be used to generate prompts for creating a dungeon by recursively expanding the non-terminal symbols until only terminals remain. For example, here is one possible prompt that could be generated from this grammar: +```vbnet +Imagine a path through a dungeon from the entrance to the end with: +- Type Name: weapon with a melee +- Verb: create +- Place: the room connected with the treasure vault +What is your response? +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_246.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_246.txt new file mode 100644 index 0000000..82f9add --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_246.txt @@ -0,0 +1,192 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" "a" + + ::= {} + + ::= "to" + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= {} + + ::= "the" [] + + ::= "room" | "corridor" | "chamber" | "passage" | "door" | "staircase" + + ::= "of" + + ::= {", " } "with a" + + ::= "dark" | "dim" | "lit" | "twisting" | "narrow" | "wide" | "tall" + + ::= "pool" | "lever" | "torch" | "pressure plate" | "switch" + | "pit" | "trapdoor" | "ledge" | "sculpture" + + ::= | | | + + ::= "" [] + + ::= "goblin" | "troll" | "skeleton" | "zombie" | "dragon" + | "lich" | "minotaur" | "ogre" | "demon" + + ::= "" [] + + ::= "chest" | "pile of gold" | "magic scroll" | "enchanted weapon" + | "ancient artifact" + + ::= "" [] + + ::= "hidden passage" | "false wall" | "lever puzzle" | "pressure plate puzzle" + | "trapdoor puzzle" + + ::= "" [] + + ::= "mural" | "statue" | "painting" | "fresco" | "tapestry" +``` +This grammar allows for the generation of prompts that describe a path through the dungeon, with each segment of the path consisting of a direction and a location. The location can include various features such as monsters, treasure, secrets, or art. Each feature has a name and optional description. The type name for locations (e.g., room, corridor) can also have an optional modifier describing its appearance. + +Note that this grammar is just an example and can be customized to fit the specific needs of your dungeon generation algorithm. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_247.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_247.txt new file mode 100644 index 0000000..7a25055 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_247.txt @@ -0,0 +1,154 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: +```less +dungeon_prompt = "Imagine creating a dungeon with:" [type_name] [verb] [place] + +type_name = "a" ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey") + +verb = "create" | "design" | "specify" | "encode" | "code" | "program" | "prove" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + +place = "at the entrance of" | "in the country" | "in the region" | "in the city" | "on the street" | "in the house" | "in the building" | "in the dungeon" | "in the labyrinth" | "in the cave" | "in the swamp" | "in the room" | "in the hallway" | "in the chest" | "in the bag" | "in the wallet" | "in the vault" | "in the keep" | "in the hideout" | "in Plato's cave" | "in the Garden of Eden" | "on the River Styx" | "at the restaurant at the end of the universe" +``` +This grammar allows you to generate prompts that ask the language model to create a dungeon with specific types of elements, verbs, and places. For example, "Imagine creating a dungeon with a weapon doing program in the country", or "Imagine creating a dungeon with a treasure connected with challenge in the vault". You can customize this grammar by adding or removing options for type\_name, verb, and place to fit your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_248.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_248.txt new file mode 100644 index 0000000..5897c92 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_248.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```css + ::= { } + ::= "entrance" | "treasure room" | + ::= "north" | "south" | "east" | "west" + ::= with a in the + ::= "weapon" | "spell" | "artifact" | ... + ::= "sword" | "shield" | "scroll" | ... + ::= "country" | "city" | "dungeon" | ... +``` +In this grammar, a `path` consists of one or more `room`s connected by `direction`s. A `room` can be the `entrance`, the `treasure room`, or a `place`. A `place` is defined by a `type_name`, an `artifact`, and a `region`. The `type_name` and `artifact` are further specified by non-terminals of their own. The `region` can be any region in the dungeon, such as "country" or "dungeon". + +This grammar can be used to generate prompts for creating the dungeon using a language model. For example, to generate a prompt for creating a room with a weapon in the country, you could use the following prompt: +```vbnet +Imagine a room with a weapon in the country. What is it like? Please generate variant array of size 3. +``` +This prompt can then be used as input to the language model, along with any additional context needed to generate the desired output. The language model can then generate descriptions for the room based on the prompt and context, which can be used to create a visual representation of the room in the dungeon. + +This grammar can also be extended to include other elements of the dungeon, such as monsters, quests, and challenges. By using a grammar-based approach, you can easily generate prompts for creating different parts of the dungeon in a consistent and structured way. This can help ensure that the dungeon is coherent and well-designed, making it more enjoyable for players to explore and navigate. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_249.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_249.txt new file mode 100644 index 0000000..5b1c463 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_249.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +Entrance ::= "the entrance" | "the starting room" + +End ::= "the end of the dungeon" | "the final boss room" + +PathSegment ::= Entrance "leading to" Room +| Room "connecting to" Room +| Room "connecting to" End + +Room ::= "a room with a " TypeName + +TypeName ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +Place ::= Room | PathSegment + +Verb ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" + +Prompt ::= Verb ": create a description of a " TypeName " in the " Place | +Verb ": create a variant array of size N of " TypeName " descriptions for an artist to design a comic book panel in the " Place + +N ::= [1-9]+ + +This grammar allows for generating prompts that describe different parts of a dungeon, from the entrance to the end, with various elements along the way. The verbs used can help guide the style and tone of the descriptions, while the type names and places provide context for what is being described. The optional size parameter N can be used to generate a set of related descriptions, which could then be combined or selected from to create a cohesive whole. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_25.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_25.txt new file mode 100644 index 0000000..e11390d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_25.txt @@ -0,0 +1,190 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine" + + ::= "a path from the entrance to the end of the dungeon that goes through" + {"," } + + ::= {with a }? {}? + + ::= "with" "doing" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + + ::= | | | + + ::= "for a hero" | "to defeat an enemy" | "as a reward" + | "with special powers" | "guarded by" | ... + + ::= "role-play" | "specify" | "encode" | "program" | "prove" + | "create" | "design" | "describe" | "analyze" | "lift" | "shift" + | "splice" | "quote" | "quasi-quote" | "meta-quote" + + ::= | "creating" | "generating" | ... + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" + | | ... + + ::= "dangerous" | "beautiful" | "magical" | "cursed" | "ancient" | ... + + ::= "iron" | "steel" | "gold" | "silver" | "bronze" | "wood" | ... + + ::= "red" | "blue" | "green" | "black" | "white" | ... + + ::= "small" | "medium" | "large" | "huge" | "tiny" | ... + + ::= "above" | "below" + | "next to" | "inside" + | "connected to" | ... +``` +This grammar allows for a wide variety of prompts to be generated, covering different types of objects, actions, attributes, and locations. The grammar can be further customized or expanded depending on the specific needs of the dungeon simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_250.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_250.txt new file mode 100644 index 0000000..c4ed7c2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_250.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path = [room | corridor]*; + +room = "You enter a room with " description ";" + | "You find yourself in a room with " description ";" + ; + +corridor = "You follow a corridor that leads to " location ";" + | "You walk down a hallway and arrive at " location ";" + ; + +description = adjective + noun; + +location = noun; + +adjective = "dimly-lit" | "dark" | "cramped" | "spacious" | "dusty" | ...; + +noun = "chest" | "door" | "lever" | "statue" | "altar" | "table" | ...; +``` +This grammar defines a path as a sequence of one or more rooms and/or corridors. Each room is described with some adjective and noun combination, while the corridor specifies where it leads to. The `description`, `location`, `adjective`, and `noun` are non-terminals that can be expanded further as needed. + +This grammar can be used to generate prompts for creating a dungeon by randomly selecting elements from the different parts of the grammar, such as adjectives or nouns, and concatenating them together into a coherent prompt. This allows for a high degree of variability in the generated prompts, while still ensuring that they follow a consistent structure and make sense in the context of a dungeon. + +For example, a prompt generated from this grammar might look like: "You enter a room with dimly-lit chest; You walk down a hallway and arrive at door connected with table" + +It can also be used to generate different type of prompts for creating different part of the dungeon by adding new non-terminals and rules. For example, if we want to add traps in our dungeon we could add a new non-terminal `trap` with different possible values like "pressure plate", "pitfall", etc. And then add it to the path non-terminal as optional. + +It's important to note that this is just an example, and you can customize it further based on your specific needs and requirements for your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_251.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_251.txt new file mode 100644 index 0000000..bb2a614 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_251.txt @@ -0,0 +1,235 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss +path ::= place (room | corridor)* exit + +place ::= "the" ("entrance" | "exit" | room_name | corridor_name) + +room ::= "room" room_name attributes? + +corridor ::= "corridor" corridor_name attributes? + +attributes ::= "with a" feature ("," feature)* + +feature ::= type_name value | description + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + +value ::= number | color | shape + +number ::= digit+ ("." digit+)? + +color ::= "red" | "blue" | "green" | "yellow" | "purple" | "orange" | "pink" + | "brown" | "black" | "white" | "gray" | "silver" | "gold" + +shape ::= "circle" | "square" | "triangle" | "rectangle" | "oval" + | "pentagon" | "hexagon" | "star" | "heart" | "diamond" + +room_name ::= ALPHA (ALPHA | DIGIT)* + +corridor_name ::= ("long" | "short" | "narrow" | "wide") ("east-west" | "north-south") + +description ::= adjective* noun + +adjective ::= "dark" | "dim" | "dank" | "musty" | "cold" | "warm" + | "dry" | "humid" | "cramped" | "spacious" | "cluttered" + | "empty" | "abandoned" | "haunted" | "cursed" + +noun ::= "altar" | "chest" | "crypt" | "fountain" | "hearth" + | "library" | "shrine" | "throne" | "tomb" | "treasure room" + | "armory" | "barracks" | "stable" | "workshop" +``` +This grammar includes rules for generating rooms, corridors, and the overall path through the dungeon. It also allows for the specification of various attributes, such as type\_name and value, to be added to the rooms and corridors. The type\_name values are drawn from a predefined list, while the value can be any of a number of options, including numbers, colors, or shapes. + +To generate a prompt using this grammar, you would start at the top-level rule (`path`) and recursively expand the nonterminals until you reach the level of detail you want. For example, to generate a prompt for a simple dungeon with two rooms connected by a corridor, you might use the following production: +```vbnet +path ::= place room corridor room exit +``` +This would produce the following prompt: +```vbnet +Create a path from the entrance through a room with a weapon and a dark altar to a corridor with a long east-west orientation and no features to a room with a treasure chest and a cold hearth at the exit. +``` +You can adjust the level of detail and complexity of the prompt by expanding or collapsing the nonterminals as desired. For example, to generate a more detailed prompt for a single room, you might use the following production: +```vbnet +room ::= "room" room_name (attributes | description)? + +attributes ::= "with a" type_name value ("," feature)* + +feature ::= type_name value | description + +description ::= adjective* noun + +adjective ::= "dark" | "dim" | "dank" | "musty" | "cold" | "warm" + | "dry" | "humid" | "cramped" | "spacious" | "cluttered" + | "empty" | "abandoned" | "haunted" | "cursed" + +noun ::= "altar" | "chest" | "crypt" | "fountain" | "hearth" + | "library" | "shrine" | "throne" | "tomb" | "treasure room" + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + +value ::= number | color | shape + +number ::= digit+ ("." digit+)? + +color ::= "red" | "blue" | "green" | "yellow" | "purple" | "orange" | "pink" + | "brown" | "black" | "white" | "gray" | "silver" | "gold" + +shape ::= "circle" | "square" | "triangle" | "rectangle" | "oval" + | "pentagon" | "hexagon" | "star" | "heart" | "diamond" + +room_name ::= ALPHA (ALPHA | DIGIT)* +``` +This would allow you to generate a prompt like the following: +```vbnet +Create a room with the name "Guard Chamber" and a weapon rack with 10 swords, a suit of plate armor, and a brazier filled with hot coals. The room should be dimly lit, with cold stone walls and a damp, musty smell. +``` +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_252.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_252.txt new file mode 100644 index 0000000..1c8b943 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_252.txt @@ -0,0 +1,190 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" "in" "to create" + + ::= ("doing" | "while") + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "analyse" | "lift" | "shift" | "splice" + | "quote" | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + + ::= ("with a" | "that is") + | | "this" + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" + + ::= | | | "of" + | | "the" + + ::= | "the" | "this" + + ::= "entrance" | "end" | | "corridor" | "hallway" + | "staircase" | "door" | "gate" + + ::= "kitchen" | "bedroom" | "bathroom" | "living room" + | "dining room" | "study" | "library" +``` +This grammar can be used to generate prompts for creating different elements of the dungeon, such as weapons, spells, monsters, and rooms. The `` section allows for a variety of actions to be performed on the ``, while the `` section specifies where in the dungeon the action is taking place. The `` section can be used to further specify details about the ``. + +For example, a prompt generated from this grammar might look like: +```vbnet +Imagine role-playing as a brave knight in the entrance of the dungeon to create a powerful weapon that is a sword of fire. +``` +This prompt instructs the user to imagine themselves in the entrance of the dungeon, role-playing as a brave knight, and creating a powerful weapon in the form of a sword that is made of fire. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_253.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_253.txt new file mode 100644 index 0000000..c3d1f1b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_253.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= [room ("to" room)*] + +room ::= "the" place + +place ::= "entrance" | "end" | simple\_place + +simple\_place ::= [adjective] noun + +adjective ::= "dark" | "damp" | "narrow" | "twisting" | ... + +noun ::= "corridor" | "hallway" | "chamber" | "room" | "passage" | ... + +This grammar defines a path as a series of connected rooms, where each room is represented by a simple place or one of two special places: the entrance and the end. A simple place consists of an optional adjective followed by a noun. The adjectives and nouns that can be used to describe the rooms are not specified in this grammar, but they could be defined in a separate lexicon. + +Using this grammar, we can generate prompts like the following: + +* A path from the entrance to a dark corridor +* The path from a narrow hallway to a twisting passage +* A series of rooms leading from the entrance to the end + +These prompts could then be used as input to the dungeon generator code to produce descriptions of different paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_254.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_254.txt new file mode 100644 index 0000000..0fbd311 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_254.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a dungeon: +```css + ::= "Imagine a " " in a " ", where the player must " ".\nGenerate " " variants." + + ::= "dungeon" | "monster" | "treasure" | "quest" | "artifact" | "spell" | "magic item" + + ::= | ( " connected to " ) + + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" + + ::= | ( " doing " ) + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + + ::= + + ::= "1" | "2" | "3" +``` +In this grammar, `` represents the type of element in the dungeon that is being generated (e.g. a monster or treasure). `` represents the location where the element is found, which can be a single location or multiple locations connected together. `` represents an action that the player must take in order to interact with the element. Finally, `` specifies how many variants of the prompt should be generated. + +Here is an example prompt using this grammar: +```less +Imagine a dungeon in a country, where the player must role-play designing a spell connected to a building. Generate 3 variants. +``` +This prompt would generate three different variations of a dungeon with a spell that is connected to a building. The specific details of each variant would be determined by the code that uses this grammar as input. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_255.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_255.txt new file mode 100644 index 0000000..7461657 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_255.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_prompt ::= "Imagine" SPACE "a" SPACE "path" SPACE "through" SPACE "the" SPACE "dungeon" SPACE "starting" SPACE "at" SPACE "the" SPACE "entrance" SPACE "and" SPACE "going" SPACE "all" SPACE "the" SPACE "way" SPACE "to" SPACE "the" SPACE "end." +path_segment ::= room_description SPACE (("with" SPACE description) | "") ("connected" SPACE direction_description | "") +room_description ::= type_name ("containing" | "filled" | "holding") SPACE item_description +item_description ::= artifact_name ("of" | ",") SPACE material_description ("," | "and" | "") SPACE quantity_description +material_description ::= one_word_description | multi_word_description +quantity_description ::= number_description | "a lot of" | "many" | "several" | "a few" +direction_description ::= ("left" | "right" | "forward" | "backward" | "up" | "down") | (("to" | "toward" | "towards") SPACE room_name) +one_word_description ::= one_of type_terms +multi_word_description ::= ("a" | "an" | "the") description_noun_phrase +description_noun_phrase ::= adjective_description noun_phrase +adjective_description ::= (one_of ["ancient", "dark", "dusty", "enchanted", "golden", "haunted", "hidden", "magic", "mysterious", "precious", "rusted", "shadowy", "silver", "treasure"]) | adjective_description adjective +noun_phrase ::= one_of noun_terms | (noun_phrase preposition noun_phrase) +preposition ::= ("of" | "with" | "in" | "on" | "under" | "above") +``` +This grammar includes a `dungeon_prompt` non-terminal that represents the overall structure of the prompt, as well as several other non-terminals for different types of elements that might appear in a path segment. The `type_terms`, `noun_terms`, and `verbs` lists used in this grammar could be defined using the same terms and verbs used in your original code example. + +This EBNF grammar is just an example, you can customize it as per your need. It will generate the prompts that you can use to create a dungeon with different paths, rooms, artifacts, materials, quantities etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_256.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_256.txt new file mode 100644 index 0000000..32f6bad --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_256.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room+ exit +entrance ::= "the entrance" | "the starting point" | "the beginning" +room ::= "a room" | "a chamber" | "an area" | "a space" +exit ::= "the exit" | "the end" | "the goal" + +path\_element ::= path\_component | connector +path\_component ::= entrance | room | exit +connector ::= "connecting" | "leading to" | "followed by" + +path\_segment ::= path\_element+ +path\_sequence ::= path\_segment+ + +prompt ::= "Imagine a path in a dungeon that starts at " path\_start and ends at " path\_end ", with each segment consisting of " path\_element " connected by " connectors ", resulting in a total of " path\_length " segments. Generate a description for this path." +path\_start ::= entrance | room +path\_end ::= room | exit +path\_length ::= number +number ::= [0-9]+ + +Here is an example of how this grammar could be used to generate a prompt: + +prompt = "Imagine a path in a dungeon that starts at the entrance and ends at the goal, with each segment consisting of a room connected by leading to. Generate a description for this path." + +This prompt instructs the user to imagine a path through a dungeon that starts at the entrance and ends at the goal, with each segment consisting of a room connected by "leading to". The prompt also specifies that there should be a total of 3 segments in the path. This grammar can be used to generate a wide variety of prompts for creating paths through dungeons of different shapes and sizes. + +Note: In this EBNF grammar, I have used natural language terms such as "a room" or "the exit" for simplicity. These terms should be replaced by the actual names of the dungeon elements defined in your code. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_257.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_257.txt new file mode 100644 index 0000000..1ead4a3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_257.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +prompt -> "Imagine a " type_name " in a " place ", where " verb " can be done." +type_name -> "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" +place -> "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "Restaurant at the end of the universe" +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +``` +This grammar allows for the generation of prompts that specify a type of object or event in a certain location, and include a verb describing an action related to that object or event. The `type_name`, `place`, and `verb` nonterminals can be expanded using their respective lists of options. This grammar can be used to generate prompts for creating various aspects of the dungeon, such as treasures, monsters, quests, challenges, themes, drama, music, art, secrets, occult events, reveals, and hero journeys. + +To generate a path through the dungeon, you could create a grammar that describes the structure of the path, including different types of rooms, obstacles, and treasures, and use this grammar to generate prompts for creating each part of the path. For example: +```less +path -> entrance room* exit +entrance -> "Imagine entering a dungeon through a " place +exit -> "Imagine leaving the dungeon after completing the final challenge" +room -> "As you move through the dungeon, you come across a " type_name " in a " place ", where " verb " can be done." | "As you move through the dungeon, you encounter an obstacle in the form of a " type_name ". In order to proceed, you must " verb "." +``` +This grammar describes a path through the dungeon that starts with an entrance and ends with an exit. The `entrance` nonterminal specifies the initial location, and the `exit` nonterminal specifies the final location. The `room` nonterminal allows for the generation of prompts for creating individual rooms in the dungeon, which can include a type of object or event, a location, and an action verb. The `obstacle` alternative under `room` describes a situation where the player encounters an obstacle that must be overcome in order to proceed. + +You could expand this grammar further by adding more alternatives to the `room` nonterminal, such as those for treasure rooms, monster lairs, and secret areas, and including additional nonterminals for describing the layout of the dungeon, such as corridors, junctions, and branches. This would allow you to generate a wide variety of prompts for creating different parts of the dungeon, and enable you to create a more complex and engaging simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_258.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_258.txt new file mode 100644 index 0000000..6a8c227 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_258.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [room | hallway | treasure\_chest | boss\_battle] + +room ::= "Imagine a room in the dungeon with a " type\_name + +hallway ::= "Consider a hallway connecting " place1 " to " place2 + +treasure\_chest ::= "Draw a treasure chest located in " place + +boss\_battle ::= "Paint a boss battle against a " monster " in the " location + +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" +| "monster" | "quest" | "challenge" | "theme" | "drama" | "music" +| "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" +| "the house" | "the building" | "the dungeon" | "the labyrinth" +| "the cave" | "the swamp" | "the room" | "the hallway" +| "the chest" | "the bag" | "the wallet" | "the vault" +| "the keep" | "the hideout" | "plato's cave" | "garden of eden" +| "the river styx" | "the restaurant at the end of the universe" + +location ::= "at the entrance" | "in the middle" | "at the end" + +monster ::= "troll" | "dragon" | "lich" | "golem" | "giant spider" +| "minotaur" | "werewolf" | "vampire" | "zombie" | "skeleton" + +This grammar allows for generating prompts that can be used to create a variety of elements in the dungeon, such as rooms, hallways, treasure chests, and boss battles. It also includes a list of possible type names, places, and monsters that can be used in the prompts. This grammar is just an example, and it can be adjusted or expanded to fit the specific needs of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_259.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_259.txt new file mode 100644 index 0000000..a82fe20 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_259.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= { } + ::= [] + ::= "north" | "south" | "east" | "west" + ::= [] + ::= "feet" | "meters" | "yards" | "steps" + ::= + ::= { } + ::= [ ] [] + ::= "you" | "the player" | "the adventurer" | "the party" + ::= "see" | "find" | "encounter" | "hear" | "smell" + ::= { "and" } + ::= "a monster" | "a trap" | "a treasure chest" | "an open door" + ::= "in" | "at" | "behind" | "under" | "above" + ::= "quietly" | "carefully" | "quickly" | "slowly" +``` +This grammar allows for generating a path through the dungeon by specifying a series of steps, where each step consists of a direction, a distance, and an optional description. The direction is specified using one of the four cardinal directions, and the distance can be any number followed by a unit of measurement. The description is optional and can consist of one or more sentences describing what the player sees, hears, finds, etc. Each sentence has a subject, verb, object, and optional preposition and object, as well as an optional adverb to describe how the action is performed. + +You could use this grammar in your code by creating a function that takes a path as input and generates prompts for each step in the path using the format specified by the `prompt` function in your code. For example: +``` +let generate_prompts path = + List.iter (fun step -> + let direction = ... in + let distance = ... in + let description = ... in + let prompt = ... in + generate_variants prompt direction distance description + ) path +``` +Where `generate\_variants` is a function that takes a prompt and generates a variant array of responses using the `run\_cmd` and `make\_args` functions in your code. You would need to define this function and the helper functions it uses (e.g., `split_on_space`, `format`) in order for this to work. + +This is just an example, you can modify or extend this grammar based on your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_26.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_26.txt new file mode 100644 index 0000000..5e8c46f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_26.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-path ::= entrance room1 corridor1 room2 corridor2 ... exit +entrance ::= "the entrance of the dungeon" +exit ::= "the exit of the dungeon" +room ::= "a room" | "a treasure room" | "a monster room" +corridor ::= "a corridor" | "a labyrinthine corridor" + +path-element ::= room | corridor + +room ::= "a room with a " type_name +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" + +corridor ::= "a corridor leading to " path-element + +entrance, exit, room2, ..., roomN ::= path-element +``` +In this grammar, a `dungeon-path` consists of an entrance, one or more `path-element`s (which can be either rooms or corridors), and an exit. Rooms are further classified as being of a certain type (e.g., a weapon room, a spell room, etc.). + +Corridors can lead to other path-elements, creating branching paths through the dungeon. This grammar can be used to generate prompts for creating each element of the dungeon by recursively expanding the non-terminals in the grammar. For example, the following prompt could be generated for a treasure room: +```vbnet +Imagine a room with a treasure. What is your response? Please generate variant array of size 3 +``` +This prompt asks the language model to imagine a room that contains treasure and to generate three variants of such a room. The `variant array of size 3` part specifies how many different variations should be generated. By using this grammar, we can systematically generate prompts for creating all the elements of the dungeon in a consistent manner. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_260.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_260.txt new file mode 100644 index 0000000..481a8ce --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_260.txt @@ -0,0 +1,186 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" + + ::= "the path from the entrance to the end" | + "connected with" + + ::= "with a" | + "encountering a" + + ::= | + + ::= | + + ::= "with a" | + "encountering a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + + ::= "hero" | "ally" | "enemy" + + ::= "guarded by" | "protected with" + + ::= "defended by" | "armored with" + + ::= "" + + ::= "goblin" | "troll" | "dragon" | "skeleton" | "zombie" + + ::= | + + + ::= "angry" | "ravenous" | "fierce" | "cunning" | "greedy" + + ::= "gigantic" | "colossal" | "massive" | "humongous" | "enormous" + + ::= "beast" | "creature" | "monster" | "brute" | "fiend" + + ::= "demon" | "devil" | "ogre" | "giant" | "behemoth" + +This is just an example, you can add or remove elements based on your requirements. + +Please note that this grammar is not exhaustive and could be further expanded to include more elements of a typical RPG setting. Additionally, the grammar could be used in conjunction with a natural language generation system, such as a large language model, to create prompts for generating a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_261.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_261.txt new file mode 100644 index 0000000..4e4b995 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_261.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= { " -> " } + ::= ? * + ::= " with a " + ::= "contains" + ::= { "," } + ::= | | + ::= "" + ::= "" + ::= "a pile of gold" | "a chest with treasure" + ::= "leads to" | "is a dead end" + ::= "north" | "south" | "east" | "west" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" + ::= { | }* + ::= { | }* +``` +This grammar defines a `` as a sequence of ``s, each with a description, optional contents, and one or more exits. A `` is made up of two ``s. The ``, if present, is a list of ``s separated by commas. Each `` can be an ``, ``, or ``. + +An `` leads to a direction (north, south, east, or west) or is a dead end. The grammar also includes definitions for the different types of ``s, as well as the names for `` and ``. + +You could use this grammar to generate prompts by creating random paths through the dungeon, and then generating a prompt for each room along the path. For example, you might generate a prompt like "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use your knowledge to create a room description and contents for a room that is a 'weapon' with a 'monster', contains 'a potion of healing' and 'a magical sword', leads to the north and west, and is not a dead end." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_262.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_262.txt new file mode 100644 index 0000000..fac49e0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_262.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```markdown + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= " a path segment from " " to " with a " + ::= { } + ::= ( | | | )+ +``` +This grammar defines several non-terminal symbols that can be used to generate prompts for creating a dungeon. The `` symbol represents different ways of asking the user to imagine or consider something related to the dungeon. The `` symbol represents different types of things that can exist in the dungeon, such as weapons, spells, monsters, and so on. The `` symbol represents actions that can be taken or properties that can be associated with these types of things. The `` symbol represents different locations within the dungeon where these things can be found or where certain actions can be performed. + +The `` symbol is used to generate prompts for creating a single segment of a path through the dungeon, connecting two places and featuring some type of thing with a verb associated with it. The `` symbol represents a sequence of one or more path segments, which can be used to generate prompts for creating an entire path through the dungeon. + +Finally, the `` symbol is used to generate sets of prompts that include paths, type names, verbs, and places in various combinations. This can be used to create a diverse set of prompts for generating different aspects of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_263.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_263.txt new file mode 100644 index 0000000..6e9571a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_263.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +path ::= place (direction place)* +place ::= "the country" | "the region" | "the city" | "the street" | "the house" + | "the building" | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" | "the keep" + | "the hideout" | "platos cave" | "garden of eden" + | "the river styx" | "the restaurant at the end of the universe" +direction ::= "north" | "south" | "east" | "west" | "up" | "down" +``` +This grammar defines a `path` as a sequence of one or more `place`s, where each `place` is separated by a `direction`. A `place` can be any of the specific locations listed in the grammar, and a `direction` can be any of the six basic directions. This grammar could be used to generate prompts for creating a dungeon by randomly generating paths through the dungeon using this grammar. For example, the following prompt could be generated: +```makefile +Imagine a path that starts at "the entrance" and goes through "the country" to the east, then continues to "the city" to the north, and ends at "the keep". What does this path look like? +``` +This prompt asks the user to imagine a specific path through the dungeon, starting at the entrance and ending at the keep. The path goes through the country to the east, then continues to the city to the north. This prompt could be used as input to a language model or other AI system to generate a description of the path. + +Of course, this is just one example of how such a grammar could be used. There are many different ways that this grammar could be used to generate prompts for creating a dungeon, and you may want to modify the grammar to better suit your specific needs. For example, you might want to add additional `place`s or `direction`s to the grammar, or you might want to define more complex structures such as rooms or levels in the dungeon. You can use this grammar as a starting point and modify it as needed to generate the prompts that you need. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_264.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_264.txt new file mode 100644 index 0000000..b599ae2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_264.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```r + ::= * | + + + ::= + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= | "a short distance" | "a medium distance" | "a long distance" + + ::= [] + + ::= * + + ::= | | | | + + ::= "a door leads to" | "the path ends at" + + ::= [] + + ::= | | | | +``` +This grammar allows for the generation of a path through a dungeon, starting at the entrance and ending at some location. Each segment of the path consists of a direction, a distance, and a room description. The room description may include various features such as monsters, treasure, traps, puzzles, or NPCs. The path may also end with an exit that leads to another path segment, or it may end at a location description. The location description may also include various features. + +This grammar is just an example and can be further expanded or modified to suit the specific needs of your dungeon generator. It can be used in conjunction with a language generation model such as GPT-3 to generate prompts for creating the rooms, monsters, treasure, etc. in the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_265.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_265.txt new file mode 100644 index 0000000..83df5e9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_265.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-prompt = "Imagine a path from the entrance to the end of a dungeon with the following features: ", + {feature, "*(feature|path-segment), "}" ; + +feature = verb-phrase "in" place ; + +verb-phrase = verb-base {" " verb-modifier}* ; + +verb-base = "a" | "an" | [A-Za-z']+ ; + +verb-modifier = [A-Za-z'&]+ ; + +place = adjective? noun ; + +adjective = [A-Za-z'&]+ ; + +noun = "dungeon" | "room" | "hallway" | "corridor" | "chamber" | "passage" | "entrance" | "exit" ; + +path-segment = "with" noun "connecting" place ; +``` +This grammar defines a `dungeon-prompt` production, which consists of a list of features separated by commas. A feature is defined as a verb phrase followed by the word `in`, and then a place. The verb phrase consists of a verb base (a single word or an article followed by a single word) with zero or more verb modifiers attached to it. The place consists of an optional adjective, followed by a noun. + +The grammar also defines a `path-segment` production, which is used to describe how different rooms are connected in the dungeon. A path segment consists of the word `with`, followed by a noun describing the type of connection (e.g., "a hallway connecting the entrance and the first room"), and then a place describing where the connection leads. + +Here are some example prompts that could be generated using this grammar: + +* Imagine a path from the entrance to the end of a dungeon with the following features: a winding passage in a dimly-lit cavern, a sturdy door with a brass handle connecting the first room and the hallway, and a hidden treasure chest in a shadowy corner. +* Consider a path from the entrance to the end of a dungeon with the following features: a narrow corridor in an ominous cave, a wooden door with rusty hinges connecting the first room and the hall, and a mysterious altar with glowing runes in a dark alcove. +* Draw a path from the entrance to the end of a dungeon with the following features: a maze-like labyrinth in an ancient ruin, a reinforced gate with a lock connecting the first room and the passage, and a magical portal to another realm in a secret chamber. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_266.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_266.txt new file mode 100644 index 0000000..c6ee4b8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_266.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a path through the dungeon from the entrance" + "to the end, with the following context:" + * + "What is your response?" + + ::= "Place: " + "; Verb: " + "; Type Name: " + + ::= | ( " connected with " ) + ::= "the" + ::= ("entrance" | "end" | | ) + + ::= "traverse" | "explore" | "navigate" + + ::= | ( " with a " ) + ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult") +``` +This grammar defines a ``, which is the main structure of the prompt, consisting of a request to imagine a path through the dungeon and a list of `` elements. Each `` element specifies a place, verb, and type name as defined by the ``, ``, and `` nonterminals. + +The `` nonterminal allows for either a single location or two locations connected with each other. Each location is described using a ``, which can be the entrance, end, a room, or a hallway. The `` nonterminal defines three verbs that could be used in this context. The `` nonterminal allows for either a single type term or two type terms connected with each other. + +This is just one possible grammar and can be extended to include more elements of the dungeon, such as traps, puzzles, and treasures. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_267.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_267.txt new file mode 100644 index 0000000..fa51ba3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_267.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= { } + + ::= with a [] in the [connected with ] + + ::= go [] to the + + ::= "dark" | "dank" | "musty" | "spacious" | ... + + ::= "room" | "hallway" | "chamber" | "cave" | ... + + ::= | "none" + + ::= | "none" + + ::= | "none" + + ::= "through" | "past" | "under" | ... + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "compose" | "balance" + + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar allows for generating a path through the dungeon, starting from the entrance room and ending in the final room. Each room in the path is described with an adjective, noun, type, verb, and place, which are chosen from predefined lists of terms (e.g. "weapon", "monster", "go", "the country"). The direction to move from one room to another can also be specified using a preposition and a noun. + +For example, a path generated using this grammar might look like: +``` +Dark room with a treasure chest in the entrance connected with a hallway. Go through the hallway to the spacious chamber with a magic item in the dungeon. +``` +This is just one example of how the grammar could be used to generate prompts for creating a dungeon. The specific terms and structure of the grammar can be adjusted as needed to suit your application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_268.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_268.txt new file mode 100644 index 0000000..b25cae8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_268.txt @@ -0,0 +1,205 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +path ::= [room | hallway | treasure_chest] path + | empty + +room ::= "the" place + +place ::= "country" + | "region" + | "city" + | "street" + | "house" + | "building" + | "dungeon" + | "labyrinth" + | "cave" + | "swamp" + | "room" + | "hallway" + | "chest" + | "bag" + | "wallet" + | "vault" + | "keep" + | "hideout" + | "Plato's cave" + | "Garden of Eden" + | "River Styx" + | "Restaurant at the end of the universe" + +hallway ::= "the hallway leading to" place + +treasure_chest ::= "the treasure chest containing" type_name + +type_name ::= "weapon" + | "spell" + | "artifact" + | "magic item" + | "treasure" + | "monster" + | "quest" + | "challenge" + | "theme" + | "drama" + | "music" + | "art" + | "secrets" + | "occult" + | "reveal" + | "hero journey" + +empty ::= "" +``` +This grammar defines a `path` which can be made up of one or more `room`, `hallway`, or `treasure_chest` elements, separated by the `|` symbol. The `room` and `place` non-terminals are used to describe different locations in the dungeon. The `treasure_chest` non-terminal is used to describe a chest containing a specific type of item. + +The `type_name` non-terminal is used to specify different types of items that can be found in the dungeon, such as weapons, spells, artifacts, etc. This grammar could be expanded further by adding more non-terminals and rules to describe other elements of the dungeon, such as monsters, quests, and challenges. + +It is also possible to use this grammar to generate prompts for creating descriptions of individual rooms, hallways, or treasure chests in the dungeon. For example, a prompt for generating a description of a room could be generated by using the `room` non-terminal and replacing the `place` non-terminal with a specific location, such as "the entrance room". Similarly, prompts for generating descriptions of hallways or treasure chests could be generated by using the `hallway` or `treasure_chest` non-terminals and specifying the appropriate elements. + +It is also possible to use this grammar to generate prompts for creating connections between different rooms, hallways, or treasure chests in the dungeon. For example, a prompt for generating a connection between two rooms could be generated by using the `hallway` non-terminal and specifying the two connected rooms as the `place` elements. + +Overall, this grammar provides a flexible framework that can be used to generate a wide variety of prompts for creating different elements of a dungeon. It can be easily extended and customized to suit the specific needs of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_269.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_269.txt new file mode 100644 index 0000000..949bee1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_269.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" + + ::= * "" + + ::= + + ::= "to the north" | "to the south" | "to the east" | "to the west" + + ::= "Find the treasure" | "Defeat the dragon" | "Escape the dungeon" + + ::= *
+ + ::= "room" | "corridor" | "chamber" | "passageway" + + ::= "dark" | "narrow" | "twisting" | "dangerous" + +
::= "the" | "a" | "an" +``` +This grammar defines a prompt as a combination of a path through the dungeon and an objective. The path is made up of one or more segments, each of which describes a movement from one place to another in a particular direction. Each place has a type name (e.g. "room") and may have one or more adjectives (e.g. "dark"). The objective is one of a few possible goals for the dungeon exploration. + +This grammar could be used with a language generation system to produce prompts like the following: + +* Imagine a dark, twisting corridor to the north, leading to the treasure room. Find the treasure. +* Imagine the entrance chamber to the east of the great hall. Defeat the dragon. +* Imagine a narrow passageway to the south, leading from the antechamber to the exit. Escape the dungeon. + +These prompts could be used as input to a language model or other automated system to generate descriptions, art, or other outputs for a fantasy role-playing game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_27.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_27.txt new file mode 100644 index 0000000..6fe3f15 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_27.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby + ::= | + ::= "From the " " you can go to the " + ::= | "connected with" + ::= "entrance" | "boss room" | "treasure room" | "monster den" | ... +``` +This grammar allows for the generation of paths through a dungeon that start at the entrance and end at some other location, such as the boss room or a treasure room. It does this by recursively combining path segments, where each segment describes going from one place to another. The non-terminal can be either a specific named location or a location connected to another location. This allows for flexibility in how the dungeon is laid out and can help ensure that there are multiple paths through the dungeon. + +For example, using this grammar we could generate prompts like: + +* From the entrance you can go to the monster den connected with the treasure room +* From the monster den connected with the treasure room you can go to the boss room + +This would create a simple path from the entrance, through the monster den, and ending at the boss room. Of course, this is just one example of how the grammar could be used to generate prompts. By changing or extending the non-terminal it would be possible to generate prompts for more complex dungeons with multiple levels, hidden passages, and other features. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_270.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_270.txt new file mode 100644 index 0000000..cd6c4e9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_270.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" "a" "path" "from" "to" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | + ::= | + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "connected with" + ::= + ::= +``` +This grammar defines a `dungeon-prompt` non-terminal which can be used to generate prompts for creating different types of paths through the dungeon, such as weapon paths or spell paths. The `type-name` non-terminal is used to specify the type of path being created, and it can take on any of the values in the list provided. + +The `place1` and `place2` non-terminals are used to specify the start and end points of the path. They can be either a simple location or a connected location. A connected location is defined as two locations that are connected by some means, such as a hallway or a chest. The `location` non-terminal is used to specify a single location, while the `connected-location` non-terminal is used to specify two connected locations. + +The grammar can be further expanded and modified to include more detailed prompts for creating different elements of the dungeon, such as monsters, quests, or artifacts. Additionally, it can be used in conjunction with other tools, such as language models or proof engines, to automatically generate content for a fantasy role-playing game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_271.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_271.txt new file mode 100644 index 0000000..0e647e2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_271.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine" "in" "." + + ::= "a" ("with a" ) ? + + ::= (
| "some") (("connected with" | "leading to") ) ? + + ::= {"," } + + ::= ("of" ) ? + + ::= "labyrinth" | "dungeon" | "quest" | "monster" | "treasure" | "artifact" + + ::= "twisting" | "turning" | "deadly" | "secret" | "mysterious" + +
::= "the" | "a" | "an" + + ::= "passageway" | "room" | "challenge" | "monster" | "treasure" | "artifact" + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at the final room or treasure. It includes options for adding additional details such as monsters, challenges, and artifacts along the path. The `` and `` components allow for the inclusion of adjectives to add variety and interest to the generated prompts. + +Here is an example of a prompt that could be generated using this grammar: + +"Imagine a labyrinth with a twisting path in a winding passageway leading to a secret room filled with treasure." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_272.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_272.txt new file mode 100644 index 0000000..bb5cfd0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_272.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= "go" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= | "far" | "near" + ::= | | | + ::= "encounter" [] + ::= "goblin" | "troll" | "dragon" | ... + ::= + ::= "trigger" [] + ::= "pitfall" | "spike" | "poison" | ... + ::= "find" [] + ::= "gold" | "gem" | "magic-sword" | ... + ::= "find" "nothing" +``` +In this grammar, a `` represents the entire path through the dungeon, and is composed of one or more ``s. A `` represents a single step in the path, which consists of going in a certain `` for a certain ``, and then encountering some sort of ``. The `` can be an `` with a monster, triggering a ``, finding ``, or simply finding nothing. + +This is just one possible way to structure the grammar, and it could be modified or expanded based on the specific requirements of the dungeon generator. The key idea is that the grammar provides a way to generate prompts systematically, by specifying the different components that make up the path through the dungeon and how they can be combined. + +For example, using this grammar, we could generate a prompt for creating a segment of the path by randomly selecting a direction, distance, and event: +```makefile +go north far encounter goblin with a big club +``` +This prompt tells the user to imagine a segment of the path where the player goes north for a far distance and encounters a goblin with a big club. The grammar allows us to generate prompts in this way for any number of path segments, creating a diverse set of paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_273.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_273.txt new file mode 100644 index 0000000..b17a7b7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_273.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path := path\_segment | ε + +path\_segment := "move" verb "from" place "to" place + +verb := "north" | "south" | "east" | "west" | "up" | "down" + +place := place\_name | room\_name + +place\_name := identifier + +room\_name := identifier + +identifier := [a-zA-Z]+ + +In this grammar, a path is defined as a sequence of one or more path segments, where each segment consists of a verb indicating the direction of movement and two places indicating the starting and ending points of the movement. The verb can be "north", "south", "east", "west", "up", or "down". The place can be either a place name (such as "entrance" or "treasure room") or a room name (such as "room 1" or "room 2"). + +Here is an example of how this grammar could be used to generate a prompt for creating a path from the entrance to the treasure room: + +prompt = "move north from entrance to treasure\_room" + +This prompt would instruct the language model to generate a description of moving from the entrance to the treasure room in a northerly direction. The language model could use its knowledge of fantasy role-playing games and dungeons to create a detailed and imaginative description that fits within the context of the game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_274.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_274.txt new file mode 100644 index 0000000..223fe44 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_274.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```lua + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= " connected with " + ::= " with a " " doing " "" + ::= | | + ::= ; + ::= "Imagine creating a dungeon starting at the entrance and going all the way to the end, with path:" "" +``` +This grammar allows you to generate prompts for creating a dungeon by specifying a sequence of `path_segment`s that describe the different elements in the dungeon. Each `path_segment` starts with a prompt (e.g. "Imagine", "Consider", etc.), followed by either a `type_name`, a `type_verb_place`, or both a `type_verb_place` and a `place_pair`. The `path` is simply a sequence of `path_segment`s separated by semicolons. Finally, the `dungeon_creation_prompt` specifies how to combine all of this information into a single prompt for creating a dungeon. + +For example, using this grammar you could generate the following prompt: +```vbnet +Imagine creating a dungeon starting at the entrance and going all the way to the end, with path: +Imagine weapon with a magic items doing program in the building connected with platos cave; Consider spell; Imagine artifacts with a treasure doing role-play in the keep. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_275.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_275.txt new file mode 100644 index 0000000..2559f65 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_275.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```makefile +path ::= place "to" place {"," place} ";" +place ::= type_name | type_name "with a" type_term {"," type_term} +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" +type_term ::= "rusted sword" | "shiny shield" | "fireball spell" | "healing potion" | "golden key" | "dragon" | "zombie" | "treasure hunt" | "trap-filled corridor" | "dark forest" | "haunted castle" | "ancient tome" | "mysterious talisman" | "hidden passage" | "cursed idol" +``` +This grammar allows for the generation of paths that connect different places in a dungeon, with each place being described by a type name and optional type terms. The path starts at the entrance and ends at the goal, and can include multiple intermediate places along the way. The `type_name` and `type\_term` non-terminals can be further expanded to include more specific options, depending on the desired level of detail for the dungeon generation. + +Here is an example of a prompt generated using this grammar: +```python +entrance to treasure room with a golden key, hidden passage; +``` +This prompt instructs the model to generate a path from the entrance of the dungeon to a treasure room that contains a golden key and a hidden passage. The model can use this information to create a detailed description of the path and the places along the way, taking into account the type name and terms provided in the prompt. + +It is important to note that this grammar is just an example and it might need some adjustments depending on your specific needs. It can be expanded or reduced according to the level of complexity desired for the dungeon generation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_276.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_276.txt new file mode 100644 index 0000000..e20e58e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_276.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon_path ::= (path_segment | treasure)* + +path_segment ::= "Imagine a " path_type " leading from " start " to " end + | "Consider a " path_type " leading from " start " to " end + | "Draw a " path_type " leading from " start " to " end + | "Paint a " path_type " leading from " start " to " end + | "Compose a " path_type " leading from " start " to " end + | "Balance a " path_type " leading from " start " to " end + +path_type ::= "path" | "tunnel" | "staircase" | "hallway" | "corridor" + +start ::= place | path_segment +end ::= place | path_segment + +treasure ::= "Imagine a treasure chest located at " place + | "Consider a treasure chest located at " place + | "Draw a treasure chest located at " place + | "Paint a treasure chest located at " place + | "Compose a treasure chest located at " place + | "Balance a treasure chest located at " place +``` +This grammar defines a `dungeon_path`, which consists of zero or more `path_segment`s and/or `treasure` elements. A `path_segment` is a path-like feature (e.g. a path, tunnel, staircase) that leads from one location to another, while a `treasure` element represents a treasure chest located at a specific place. + +The grammar uses the non-terminals `path_type`, `start`, and `end` to add variety to the generated prompts. The `place` non-terminal can be defined as needed to represent different types of locations in the dungeon (e.g. "the entrance", "a room", "a dead end"). + +This grammar can be used to generate a wide range of prompts for creating a dungeon, by selecting different combinations of non-terminals and using various keywords and phrases to add variety to the generated text. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_277.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_277.txt new file mode 100644 index 0000000..914ffa8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_277.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= "the" + ::= "a" "corridor" + ::= ("connecting" | "leading to") + + ::= "entrance" | "innermost sanctum" | ... + ::= "long" | "twisting" | "dark" | "secret" | ... +``` +This grammar allows for the generation of paths that consist of a series of rooms connected by corridors. Each room is represented by a ``, such as "entrance" or "innermost sanctum", and each corridor is described using an adjective and a ``. The `` non-terminal can be used to generate an entire path through the dungeon, starting at the entrance and ending at the innermost sanctum. + +This grammar can be easily extended to include other elements of a dungeon, such as traps, puzzles, monsters, and treasures, by adding new non-terminals and production rules. For example, a `` non-terminal could be added to the grammar, which would allow for the generation of prompts describing traps in the dungeon. Similarly, a `` non-terminal could be added to generate prompts about monsters that the players might encounter in the dungeon. + +This is just one example of how an EBNF grammar can be used to generate prompts for creating a dungeon. There are many other ways to approach this problem, and the best approach will depend on the specific requirements of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_278.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_278.txt new file mode 100644 index 0000000..4658694 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_278.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= | + ::= "Enter" + ::= "Walk down" "and enter" + ::= + ::= "a dark" | "a damp" | "an eerie" | ... + ::= "room" | "passage" | "cavern" | ... + ::= "north" | "south" | "east" | "west" +``` +In this grammar, a path is defined as either a single room or multiple rooms connected by corridors. A room is entered with the phrase "Enter" followed by a description of the room, and a corridor is walked down in a given direction to reach the next room. The description of a room or passage is generated using an adjective and a noun, which are selected from predefined lists of terms. + +This grammar can be expanded with additional elements such as enemies, traps, treasures, etc. For example: +```less + ::= | + ::= "Enter" ["and find" ] ["." | "."] + ::= "Walk down" "and enter" + ::= + ::= "a dark" | "a damp" | "an eerie" | ... + ::= "room" | "passage" | "cavern" | ... + ::= "north" | "south" | "east" | "west" + ::= ["guarding the exit"] + ::= "Search for" | "Avoid" | ... + ::= + ::= +``` +In this case, a room can optionally contain an enemy and an action for the player to take. The enemy is also described using an adjective and a noun, while the action can be searching for treasure, avoiding a trap, etc. Treasures and traps are also described using adjectives and nouns. + +This grammar can be further customized and expanded as needed to generate prompts for specific types of dungeons or adventures. The grammar can also be used to parse the generated text to extract information about the dungeon layout, enemies, treasures, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_279.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_279.txt new file mode 100644 index 0000000..48b7312 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_279.txt @@ -0,0 +1,191 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= * + + ::= + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "analyse" | "lift" | "shift" | "splice" + | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" | "the labyrinth" + | "the cave" | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "platos cave" + | "garden of eden" | "the river styx" + | "the restaurant" | "the tavern" | "the castle" + | "the forest" | "the mountain" | "the beach" + | "connected with" + + ::= "with a" + + ::= "guardian" | "trap" | "puzzle" + + ::= "doing" +``` +This grammar defines the structure of a path through a dungeon as a sequence of path segments. Each path segment is defined by a verb, type name, and place. The verbs are actions that can be taken in the game, such as "role-play" or "prove". The type names are different categories of objects or events in the game, such as "monster" or "challenge". The places are locations within the game world. + +The grammar also includes an optional attribute for the type name, which allows for more specific descriptions of the objects or events in the game. For example, a "monster with a guardian" could be a monster that is protected by a guardian, while a "challenge with a puzzle" could be a challenge that requires solving a puzzle to overcome. + +Additionally, there are two optional elements: `` and ``, which allows for more specific actions or objects. + +This grammar can be used to generate prompts for creating different parts of the dungeon by expanding the non-terminal symbols into more detailed descriptions. For example, a prompt for creating a path segment could be: +```less + in +``` +This prompt would expand to something like "program a monster with a guardian in the castle" or "role-play a challenge with a puzzle in the forest". By generating many such prompts, we can create a rich and varied dungeon with many different objects, events, and challenges. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_28.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_28.txt new file mode 100644 index 0000000..3b5fcb9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_28.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= " with a " ("weapon" | "spell" | "trap") + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= " a " " in the " +| " to " " a " " with " + ::= * +``` +This grammar allows for prompts that ask the user to imagine or consider creating various types of objects, such as weapons, spells, or music, in different locations. It also includes options to specify a direction when moving through the dungeon, and to vary the type of object being created. The `path` non-terminal can be used to generate a series of connected path segments, creating a coherent path through the dungeon. + +It's important to note that this is just an example grammar and you might need to adjust it according to your specific needs or requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_280.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_280.txt new file mode 100644 index 0000000..fd40fb6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_280.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + = "Imagine" "a path from" "to" , "What does it look like?" + = "walking", "running", "crawling", "flying" + = | "entrance" + = | "exit" + = + = "the", "a", "an" + = "dungeon", "corridor", "room", "chamber", "hallway", "labyrinth" +``` +In this grammar, a dungeon prompt consists of the word "Imagine" followed by a verb, the phrase "a path from" and a starting location, the word "to" and an ending location. The starting and ending locations can be either specific places like "entrance" or "exit", or more general locations defined using a determiner and a noun. + +For example, a valid dungeon prompt generated using this grammar might be: +```less +Imagine walking a path from the entrance to the exit in the dungeon, What does it look like? +``` +This prompt asks the user to imagine a path through the dungeon from the entrance to the exit. The starting location is "entrance" and the ending location is "exit". The verb used is "walking" and there are no specific locations defined using a determiner and noun. + +You can extend this grammar with more elements like monsters, treasures or traps. +```css + = "Imagine" "a path from" "to" , "What does it look like?" + = "walking", "running", "crawling", "flying" + = | "entrance" + = | "exit" + = + = "the", "a", "an" + = "dungeon", "corridor", "room", "chamber", "hallway", "labyrinth" + = | | + = + = + = +``` +You can use this grammar as a starting point and expand it to fit your specific needs. You can also add more variations of verbs, locations, and elements, or even other types of prompts, such as creating puzzles or riddles for the user to solve in order to progress through the dungeon. + +Please let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_281.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_281.txt new file mode 100644 index 0000000..d44d2c0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_281.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine a " " in a " " What is your response?" + ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey") + ::= ("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") +``` +This grammar can be used to generate prompts for creating different types of elements in a dungeon by specifying the type name and place. The `` non-terminal symbol represents the different types of elements that can be included in the dungeon, such as weapons or monsters. The `` non-terminal symbol represents the different locations where these elements can be found within the dungeon. + +To generate a prompt for creating a weapon in a dungeon, for example, you would use the following production: +```vbnet +"Imagine a weapon in a dungeon" +``` +This would produce the following prompt: +```css +"Imagine a weapon in a dungeon What is your response?" +``` +You could then use this prompt to generate variations of a weapon in a dungeon using your language model. By using the EBNF grammar, you can easily generate prompts for creating different types of elements in different locations within the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_282.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_282.txt new file mode 100644 index 0000000..da594eb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_282.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= { } + + ::= "the" + + ::= + + ::= "dark" | "dank" | "musty" | "cold" | "wet" | "slippery" | ... + + ::= "corridor" | "room" | "chamber" | "passageway" | "tunnel" | "cavern" | ... + + ::= "north" | "south" | "east" | "west" | "up" | "down" | ... +``` +This grammar describes a path through the dungeon as a sequence of rooms connected by directions. Each room is described using an adjective and a noun, with a fixed article "the" to begin the description. The set of possible adjectives and nouns can be expanded as desired to create more varied descriptions. The set of possible directions is also open-ended, allowing for the creation of complex dungeon layouts. + +Note that this grammar only covers paths through the dungeon, and additional grammars would be needed to describe other aspects of the dungeon such as monsters, treasure, quests, and so on. However, this should give you a good starting point for creating prompts using a grammatical approach. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_283.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_283.txt new file mode 100644 index 0000000..cfdb57a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_283.txt @@ -0,0 +1,210 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon-prompt ::= "Imagine", place, "as the entrance of a dungeon." + (path-segment | room)* + "Consider", place, "as the final destination in the dungeon." + +place ::= "the country" + | "the region" + | "the city" + | "the street" + | "the house" + | "the building" + | "the dungeon" + | "the labyrinth" + | "the cave" + | "the swamp" + | "the room" + | "the hallway" + | "the chest" + | "the bag" + | "the wallet" + | "the vault" + | "the keep" + | "the hideout" + | "platos cave" + | "garden of eden" + | "the river styx" + | "the restaurant at the end of the universe" + +path-segment ::= "Draw", path-direction, "and create a", type-name, "for it." + | "Paint", path-description + | "Compose", music-description + | "Balance", art-description + +path-direction ::= "the left" + | "the right" + | "forward" + | "backward" + +type-name ::= "weapon" + | "spell" + | "artifact" + | "magic item" + | "treasure" + | "monster" + | "quest" + | "challenge" + | "theme" + | "drama" + +path-description ::= "a narrow corridor" + | "a winding staircase" + | "a long hallway" + | "a maze of rooms" + | "a treacherous path" + +music-description ::= "spooky music" + | "epic battle music" + | "mysterious music" + | "peaceful ambiance" + +art-description ::= "dimly lit chambers" + | "ancient ruins" + | "fantastical landscapes" + | "dark and ominous caverns" +``` +This grammar allows for the creation of a dungeon with multiple rooms, each with its own type of object or challenge. The path through the dungeon can be customized with different descriptions and types of objects. This is just an example and you can add or remove things according to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_284.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_284.txt new file mode 100644 index 0000000..821a7eb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_284.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql +dungeon := path* +path := entrance room+ exit +entrance := "the entrance" +room := "a room with a " type_name +type_name := weapon | spell | artifacts | magic_items | treasure | monster | quest | challenge | theme | drama | music | art | secrets | occult | reveal | hero_journey +exit := "connected to the " next_room +next_room := room | "exit of the dungeon" +``` +In this grammar, a dungeon is defined as one or more paths. A path consists of an entrance, one or more rooms, and an exit. The entrance is always "the entrance". Each room is defined by a type name, such as weapon or treasure, which determines the type of elements that can be found in the room. The exit of a room leads to the next room or the exit of the dungeon. + +This grammar can be used to generate prompts for creating a dungeon by expanding the non-terminals into sentences and substituting variables with specific values. For example, the following prompt could be generated from this grammar: +```vbnet +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : describe; Type Name: weapon; Place: the room connected to the entrance What is your response? Please generate variant array of size 3 +``` +This prompt asks the language model to generate descriptions for three weapons in a room that is connected to the entrance. The language model can use its knowledge of fantasy role-playing games and dungeons to create appropriate descriptions for the weapons. By generating multiple variants, the language model can provide a diverse set of options for the user to choose from. + +Overall, this grammar provides a flexible framework for generating prompts that can be used to create a wide variety of dungeons with different elements and structures. By combining it with a large language model and a proof engine, we can build a powerful dungeon generator that can produce high-quality output for a range of applications. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_285.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_285.txt new file mode 100644 index 0000000..03eb6d3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_285.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```makefile +path ::= [room | hallway | treasure | monster] { - "and" - [ room | hallway | treasure | monster ] } + - ";" + - "\n" + +room ::= "the" [ "country" | "region" | "city" | "street" | "house" | "building" ] + +hallway ::= "the" [ "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" ] + +treasure ::= "a chest with" { item } "in it" + +item ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + +monster ::= "a" [ "monster" | "quest" | "challenge" ] +``` +In this grammar, a `path` is defined as a sequence of one or more `room`, `hallway`, `treasure`, and/or `monster` elements, separated by the word "and". Each element can be optionally followed by a semicolon and a newline. + +A `room` is represented by the word "the" followed by a specific location name such as "country", "region", "city", etc. + +A `hallway` is represented by the word "the" followed by a specific location name such as "dungeon", "labyrinth", "cave", etc. + +A `treasure` is represented by the phrase "a chest with" followed by a list of one or more `item` elements, separated by commas, and ending with the phrase "in it". + +An `item` can be any of the following: "weapon", "spell", "artifact", "magic item", or "treasure". + +A `monster` is represented by the word "a" followed by a specific monster or challenge name such as "monster", "quest", etc. + +This grammar can be used to generate prompts for creating different elements of the dungeon, starting from the entrance and going all the way to the end. For example, a prompt generated using this grammar could look like this: +```vbnet +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : generate; Type Name: path; Place: the entrance What is your response? Please generate variant array of size 3 + +the country, the region, and the city; + +the dungeon, and a chest with weapon, spell, artifact, magic item, and treasure in it; + +a monster and a quest connected with the labyrinth and the cave. +``` +In this prompt, the `path` type name is used to generate a sequence of `room`, `treasure`, and `monster` elements that make up the path through the dungeon. The specific values for each element are generated based on the grammar rules defined earlier. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_286.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_286.txt new file mode 100644 index 0000000..c5331b3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_286.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= "Imagine" "a" "." + + ::= * + + ::= + + ::= "the" + + ::= | | | | + + ::= "country" | "region" + + ::= "city" | "town" | "village" + + ::= "street" | "road" | "alley" + + ::= "house" | "castle" | "dungeon" + + ::= "room" | "chamber" | "corridor" + + ::= | "leading to" | "connected to" + + ::= "entering" | "exiting" | "passing through" + + ::= * + + ::= "dark" | "dank" | "twisting" | "narrow" | "labyrinthine" +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at a final destination. Each segment of the path is described by a place (such as a room or building), a transition (such as entering or exiting), and the next place in the path. The grammar also allows for adjectives to be added to the description to provide more detail. + +It's important to note that this grammar can be expanded to include other elements of the dungeon such as treasures, monsters, traps etc. + +Please let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_287.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_287.txt new file mode 100644 index 0000000..4a86baf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_287.txt @@ -0,0 +1,214 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine a path through the dungeon from the entrance to the end, with:" + * + "What is your response?" + + ::= + ( + | + | + | + | )+ + + ::= "A room with:" + * + ";" + + ::= + ( "" + | "" + | "" + | "" + | "")+ + + ::= "A corridor leading to:" + + ";" + + ::= + ( "" + | "")+ + + ::= "A challenge at the end of a corridor with:" + * + ";" + + ::= + ( "" + | "")+ + + ::= "Treasure found in the room with:" + * + ";" + + ::= + ( "" + | "" + | "")+ + + ::= "A monster in the room with:" + * + ";" + + ::= + ( "" + | "")+ +``` +This grammar allows you to generate prompts for creating a path through a dungeon by specifying various elements such as rooms, corridors, challenges, and treasure. Each element can have different features, which are represented by the non-terminal symbols in angle brackets (e.g., ``, ``). You can customize this grammar to suit your specific needs by adding or removing elements and features as needed. + +For example, using this grammar you could generate a prompt like this: +``` +Imagine a path through the dungeon from the entrance to the end, with: + A room with: a weapon, role-playing, an artist's design; + A corridor leading to: the country, the region; + A challenge at the end of a corridor with: run away, a monster; + Treasure found in the room with: a type, an artifact; +What is your response? +``` +This prompt describes a path through the dungeon that includes a room with a weapon and an artist's design, a corridor leading to the country and the region, a challenge where you must run away from a monster, and treasure consisting of a type and an artifact. + +You can use this grammar as a starting point for generating prompts for creating different parts of your dungeon. You can also add more complex elements and features as needed to create more detailed and interesting prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_288.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_288.txt new file mode 100644 index 0000000..224aa21 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_288.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path-segment | empty + +path-segment ::= "move" direction "and then" path +| description + +direction ::= "north" | "south" | "east" | "west" | "up" | "down" + +description ::= text + +text ::= [a-zA-Z0-9 ]+ + +empty ::= "" + +This grammar allows for a path to consist of one or more path segments, where each path segment can be either a movement in a direction followed by another path or a descriptive text. The direction is specified as "north", "south", "east", "west", "up" or "down". The descriptive text is any sequence of letters, numbers and spaces. + +This is just an example, you can expand this grammar to include more elements like monsters, treasures, quests, etc. Also, it's important to note that this is a simple grammar and you might want to add more rules or constraints depending on your specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_289.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_289.txt new file mode 100644 index 0000000..2d0f878 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_289.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +prompt -> "Imagine" "a" type_name "in" place "as part of a fantasy role-playing game dungeon." +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" +place -> ("the" place_name) | place_group +place_name -> "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "garden of Eden" | "River Styx" | "restaurant at the end of the universe" +place_group -> place "connected with" place +``` +This grammar allows for generating prompts that describe a specific type of element in a dungeon, such as a weapon or monster, and its location within the dungeon. The `type_name` non-terminal can be any of the terms listed in the code snippet provided, while the `place` non-terminal can be either a single place name (e.g. "the country") or a group of connected places. + +For example, using this grammar, you could generate prompts such as: + +* Imagine a weapon in the dungeon as part of a fantasy role-playing game dungeon. +* Imagine a spell with a water in the cave connected with the river styx as part of a fantasy role-playing game dungeon. +* Imagine a monster in Plato's cave as part of a fantasy role-playing game dungeon. +* Imagine a challenge in the restaurant at the end of the universe as part of a fantasy role-playing game dungeon. + +This is just one example of how such a grammar could be defined, and it can be adjusted or expanded to fit the specific needs of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_29.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_29.txt new file mode 100644 index 0000000..bbaa69b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_29.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +dungeon_path ::= entrance room* treasure_room exit + +entrance ::= "the entrance" + +room ::= pathway | chamber | cavern + +pathway ::= "a long winding pathway" | "a narrow tunnel" | "a dark hallway" + +chamber ::= "a spacious chamber" | "a grand hall" | "a dimly lit room" + +cavern ::= "a vast cavern" | "a deep abyss" | "an underground lake" + +treasure_room ::= "a hidden vault filled with treasure" | "a secret stash of gold" + +exit ::= "the exit" | "the way out" | "freedom" +``` +This grammar defines a `dungeon_path` as starting at the `entrance`, followed by zero or more `room`s, and ending with the `treasure_room` and `exit`. A `room` can be either a `pathway`, `chamber`, or `cavern`. Each type of `room` has several possible variations. The `treasure_room` is where the player will find valuable items or rewards. The `exit` marks the end of the dungeon path. + +You could use this grammar to generate prompts by randomly selecting elements from each non-terminal symbol in the grammar, and then concatenating them together into a complete prompt. For example, you might generate the following prompt: +```vbnet +"Imagine a long winding pathway leading from the entrance of the dungeon to a spacious chamber filled with treasure, which leads to a narrow tunnel, then another grand hall, and finally the exit." +``` +You could also modify the grammar to include additional elements or variations as needed, such as monsters, traps, puzzles, or other challenges that the player might encounter on their journey through the dungeon. The key is to use the grammar as a guide for generating prompts that are both diverse and coherent, allowing you to create a rich and engaging experience for players. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_290.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_290.txt new file mode 100644 index 0000000..39adb71 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_290.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "From" location "to" location action + +location ::= type\_name with\_a term2 place connected\_with place2 + +type\_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +term2 ::= "dark" | "lit" | "narrow" | "wide" | "winding" | "straight" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +action ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + +connected\_with ::= "connected with" | "leading to" | "opening into" + +ε ::= the empty string + +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at one location and moving to another. The path is made up of segments, each of which consists of a location, an action, and a new location. The locations are described using type names, terms, and places, while the actions are taken from a list of possible actions that might be relevant for creating a dungeon. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_291.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_291.txt new file mode 100644 index 0000000..f391d50 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_291.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" + + ::= "a hero" "through" + + ::=
( | "with a" ) + + ::= "in" ("connected with" )* + +
::= "the" | "a" | "an" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "describe" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + + ::= any descriptive word or phrase + + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the entrance" | "the end" | "a room" | "a corridor" | etc. + +This grammar allows for a variety of prompts to be generated by specifying different values for the non-terminals in the production rules. For example, one possible prompt that could be generated using this grammar is: "Imagine a hero role-playing through a weapon with a long sword through the entrance connected with a room." + +This prompt instructs the user to imagine a hero using a long sword while role-playing their way through the entrance of a dungeon and into a connected room. This prompt could be used as part of a larger system for generating a text-based simulation of a dungeon, where each prompt is used to create a new element or aspect of the dungeon. + +It's worth noting that this is just one possible grammar that could be used to generate prompts for creating a dungeon. There are many other ways that a grammar like this could be designed and implemented, depending on the specific requirements and constraints of the system being developed. This is just an example to give you an idea of how such a grammar might look in EBNF notation. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_292.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_292.txt new file mode 100644 index 0000000..2bd9c10 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_292.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path := path\_segment | ε + +path\_segment := "From" location "to" location "via" location + +location := room | hallway | stairs | entrance | exit + +room := "the" identifier + +identifier := [a-zA-Z\_]+ + +hallway := "the" identifier + +stairs := "the" identifier + +entrance := "the" "entrance" + +exit := "the" "exit" + +This grammar defines a path as a sequence of path segments, where each segment describes moving from one location to another location via a third location. The locations can be rooms, hallways, stairs, the entrance, or the exit. Rooms and hallways are identified by unique names. + +Here is an example of a prompt that could be generated using this grammar: + +From the entrance to the treasure room via the guarded hallway + +This prompt instructs the language model to generate a description of moving from the entrance of the dungeon to the treasure room, which is located in a guarded hallway. The language model can use its knowledge of typical RPG settings and elements, such as monsters, treasures, and challenges, to create an interesting and engaging description. + +Here is another example: + +From the treasure room to the boss chamber via the hidden passage + +This prompt instructs the language model to generate a description of moving from the treasure room to the boss chamber, which is located in a hidden passage. The language model can use its knowledge of typical RPG settings and elements, such as monsters, treasures, and challenges, to create an interesting and engaging description. + +By using this grammar, we can generate a wide variety of prompts for creating paths through the dungeon, allowing us to explore different parts of the dungeon and encounter different challenges and rewards. We can also modify the grammar to include other elements of the dungeon, such as puzzles, traps, and NPCs, to create even more diverse and engaging descriptions. + +For example, we could extend the grammar to include a "puzzle" location type, which would instruct the language model to generate a description of a puzzle that must be solved in order to proceed. We could also add an "NPC" location type, which would instruct the language model to generate a description of an NPC who can provide information, assistance, or obstacles. + +By using a grammar-based approach to prompt generation, we can create flexible and adaptable systems that can generate a wide variety of prompts for different purposes and contexts. This allows us to harness the power of large language models to create engaging and interactive experiences for users, while also maintaining control over the content and structure of the generated descriptions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_293.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_293.txt new file mode 100644 index 0000000..b32b71e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_293.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```rust + ::= "Imagine a " " in a " , "What would it look like?" + + ::= "dungeon" | "monster" | "treasure" | "artifact" | "quest" + + ::= | + + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" + + ::= " connected with " +``` +This grammar can be used to generate prompts for creating different types of elements in the dungeon, such as monsters or treasures, and specifying where they are located. The `` production allows for generating prompts that involve multiple locations connected to each other, such as a "dungeon connected with a cave". + +Using this grammar you can generate prompts like: + +* Imagine a dungeon in a country, What would it look like? +* Imagine a monster in a house connected with a street, What would it look like? +* Imagine a treasure in a bag connected with a wallet, What would it look like? +* Imagine a quest in a keep, What would it look like? +* Imagine an artifact in a vault, What would it look like? + +You can also extend this grammar to include more details or elements of the game. For example you can add verbs and actions that characters can do or ask the user to imagine specific scenarios. + +It's worth mentioning that this is just an example, you may need to adapt it to your specific needs or constraints. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_294.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_294.txt new file mode 100644 index 0000000..966fb43 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_294.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = {room | corridor} + +room = "You are in a room with exits to the " {direction} ". There is also a " {description} " in the room." + +corridor = "You are in a corridor leading to the " {direction} ". The corridor has " {description} "." + +direction = "north" | "south" | "east" | "west" + +description = "door" | "stairs" | "monster" | "treasure" | "empty space" + +This grammar defines a path as a series of rooms and corridors. A room has exits to one or more directions, and there is a description of something in the room. A corridor leads to a single direction and also has a description. The possible descriptions for a room or corridor include a door, stairs, a monster, treasure, or empty space. + +Using this grammar, you could generate prompts like "You are in a room with exits to the north, east, and south. There is also a door in the room." or "You are in a corridor leading to the west. The corridor has a monster." By varying the number and types of rooms and corridors, as well as the descriptions for each, you can generate a wide variety of prompts for creating a path through a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_295.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_295.txt new file mode 100644 index 0000000..ae238d1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_295.txt @@ -0,0 +1,177 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a dungeon: +```less +prompt -> "\"We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " verb "; Type Name: " type_name "; Place: " place " What is your response? Please generate variant array of size " try_n "\""; +verb -> ["role-play"; "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote"]; +type_name -> ["weapon"; "spell"; "artifacts"; "magic items"; "treasure"; + "monster"; "quest"; "challege"; "theme"; "drama"; "music"; + "art"; "secrets"; "occult"; "reveal"; "hero journey"]; +place -> ["the country"; "the region"; "the city"; "the street"; "the house"; + "the building"; "the dungeon"; "the labyrinth"; "the cave"; + "the swamp"; "the room"; "the hallway"; "the chest"; "the bag"; + "the wallet"; "the vault"; "the keep"; "the hideout"; "platos cave"; + "garden"; "forest"; "desert"; "mountain"; "volcano"; "castle"; + "tower"; "island"; "lake"; "river"; "ocean"] | ["entrance"; "exit"]; +try_n -> [1..100]; +``` +This grammar can be used to generate prompts by selecting a `verb`, `type_name`, and `place` from the lists provided, and specifying a `try_n` value. For example, the following prompt could be generated using this grammar: +```vbnet +"We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : create; Type Name: weapon; Place: entrance What is your response? Please generate variant array of size 10" +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_296.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_296.txt new file mode 100644 index 0000000..c2aa389 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_296.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room* exit + +entrance ::= "You enter the dungeon at the" place + +room ::= "In this room you find" thing "and can go" direction "to the" place | "This is a special room with no exits." + +exit ::= "Exiting the dungeon, you find yourself back in the real world." + +place ::= "entrance" | "room" | "exit" | "corridor" | "chamber" | "hallway" | ... + +thing ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "secret" | "occult object" | ... + +direction ::= "north" | "south" | "east" | "west" | "up" | "down" | ... + +This grammar defines a path as starting at the entrance of the dungeon and ending at the exit, with any number of rooms in between. Each room can contain a thing and have one or more directions to other rooms. The place keyword is used to describe where the player is currently located (entrance, room, etc.), and the thing and direction keywords are used to describe what is in the room and where they can go next. + +This grammar can be extended with more elements like NPCs, puzzles, traps, treasures, etc. And also it can be adjusted to fit different types of dungeons or environments. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_297.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_297.txt new file mode 100644 index 0000000..0a5bec1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_297.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```markdown +path ::= (room | corridor)+ + +room ::= "enter" room_name "and" find_object+ "in" it + | "leave" room_name "through" exit_direction + +corridor ::= "move" direction "along" corridor_description + | "encounter" monster + +room_name ::= any word + +find_object ::= "find" object + +it ::= "it" | room_name + +exit_direction ::= "north" | "south" | "east" | "west" + +direction ::= "north" | "south" | "east" | "west" + +corridor_description ::= any descriptive phrase + +monster ::= any monster name + +object ::= any object name +``` +In this grammar, a path through the dungeon is represented as a series of rooms and corridors. A room can be entered and objects found within it, or it can be left through a specific exit direction. Corridors are traversed by moving in a certain direction along a descriptive phrase, or by encountering a monster. Room names, object names, and monster names can be any word, while directions and descriptive phrases should be chosen to fit the context of the dungeon. + +This grammar can be used to generate prompts for creating a path through the dungeon by selecting different combinations of rules from the grammar and concatenating them together to form a complete prompt. For example, a prompt generated using this grammar might look like: "Enter the Entrance Hall and find the key in it. Leave the Entrance Hall through the north exit. Move east along a dimly lit hallway. Encounter a goblin." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_298.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_298.txt new file mode 100644 index 0000000..1047e30 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_298.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less + ::= "Imagine you are building a dungeon in a " " with a " " named " " that has " ". " " doing this." + + ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "restaurant at the end of the universe" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= ( " and " )* + + ::= "great" | "powerful" | "magical" | "deadly" | "secret" | "hidden" | "ancient" | "rusty" | "shiny" | "cursed" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for a comic book panel" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-predict" | "imagine" +``` +This grammar allows for the generation of prompts that describe a specific type of object, such as a weapon or monster, in a specific location and with certain properties. The `` non-terminal can be used to vary the language used in the prompt, and additional non-terminals could be added to allow for even more variety. + +For example, using this grammar, a prompt might look like: +```vbnet +Imagine you are building a dungeon in a secret cave with a powerful weapon named The Sword of Destiny that has magical powers and is cursed. Role-play creating this sword. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_299.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_299.txt new file mode 100644 index 0000000..cf0b259 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_299.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: +```makefile +path = {room}; +room = "the " room_name, {feature}, " connected with " {neighbor}, "."; +room_name = "entrance" | "chamber" | "hallway" | "labyrinth" | "cave"; +feature = "has a " feature_name; +feature_name = "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout"; +neighbor = "the " room_name; +``` +This grammar defines a `path` as a sequence of one or more `room`s, each with a name and optional features and neighbors. The `room_name` can be "entrance", "chamber", "hallway", "labyrinth", or "cave". A `feature` is an optional feature in the room and is represented by `has a` followed by a `feature_name`, which can be "chest", "bag", "wallet", "vault", "keep" or "hideout". The `neighbor` of a room is another `room` with a `room_name`. + +This grammar can generate prompts such as: +```python +path = "the entrance, has a chest connected with the chamber.", "the chamber, has a bag connected with the hallway." +``` +You can expand this grammar to include other elements of a dungeon such as monsters, treasures, and quests. You can also add more variations to the room\_name by adding more options in the room\_name production. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_3.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_3.txt new file mode 100644 index 0000000..9899ed0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_3.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "Enter" place\_name "and then go" direction\_name "to" place\_name + +place\_name ::= identifier + +direction\_name ::= "north" | "south" | "east" | "west" | "up" | "down" + +identifier ::= sequence of letters and/or digits, beginning with a letter + +This grammar defines a path as a series of connected path segments. Each path segment describes moving from one place to another in a particular direction. The grammar also includes rules for generating place names (identifiers) and direction names ("north", "south", etc.). + +To generate a specific path prompt, you can use the grammar as a guide to construct a string that matches the desired structure. For example, to generate a prompt asking the model to create a path from the entrance of the dungeon to a treasure room, you might use the following template: + +Enter [entrance place name] and then go [direction] to [treasure room place name]. + +To make the prompt more interesting or challenging, you could add additional constraints or variations using the grammar. For example, you could include a monster that the player must defeat in order to reach the treasure, or you could specify that the path must pass through a certain number of rooms before reaching the destination. The exact structure of the prompt will depend on your specific needs and goals for the dungeon generator. + +I hope this helps! Let me know if you have any other questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_30.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_30.txt new file mode 100644 index 0000000..d7c3582 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_30.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon ::= [room | hallway | treasure | monster]+ +room ::= "Imagine a room with a " type_name " in it. The room is connected to a " place "." +hallway ::= "Consider a hallway leading from a " place " to another " place "." +treasure ::= "Draw a treasure chest filled with " description " located in a " place "." +monster ::= "Paint a " monster_type " lurking in a " place "." +type_name ::= weapon | spell | artifact | magic_item | treasure +description ::= [adjective] noun (", and another" [adjective] noun)* +monster_type ::= dragon | goblin | troll | giant | sorcerer +``` +This grammar defines a dungeon as a series of connected rooms, hallways, treasures, and monsters. Rooms contain a type of item, such as a weapon or spell, and are connected to other places in the dungeon. Hallways connect two places. Treasures have a description of what they contain, and monsters have a type, such as dragon or goblin, and are located in a place. The `type_name`, `description`, and `monster_type` non-terminals can be further defined with additional rules to add more detail and variety to the generated prompts. + +This grammar is just an example, you could add more elements like quest or challenge to it. Also, this grammar is not complete, it's up to you to expand and adapt it to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_300.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_300.txt new file mode 100644 index 0000000..9468af1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_300.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + Dungeon = Path | Room | Encounter | Treasure | Monster | Artifact + + Path = "Path from" Location "to" Location + + Room = "Room with" Description + + Encounter = "Encounter with" Character + + Treasure = "Treasure of" Type + + Monster = "Monster of" Type + + Artifact = "Artifact of" Type + + Location = Place | DungeonFeature + + Description = Adjective Noun + + Character = Adjective Noun + + Type = Noun + + Place = "the entrance" | "a hallway" | "a room" | ... + + DungeonFeature = "a pit" | "a door" | "a staircase" | ... + + Adjective = "dark" | "narrow" | "twisting" | ... + + Noun = "goblin" | "dragon" | "sword" | "scroll" | ... + + This grammar includes rules for generating different types of elements that could be found in a dungeon, including paths, rooms, encounters, treasures, monsters, and artifacts. Each element is composed of various components, such as locations, descriptions, characters, and types, which are themselves defined by the grammar. + + This is just one example of how a grammar for generating prompts for creating a dungeon could be structured. Depending on the specific requirements of your application, you may need to modify or expand this grammar in order to generate the desired output. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_301.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_301.txt new file mode 100644 index 0000000..8b63e78 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_301.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon := "Imagine a dungeon with a " type_name " in " place ";" + "Consider the journey through this dungeon, starting at the entrance and ending at the treasure." + "\n\n" + path + +path := (step "\n\n")+ + +step := "Move from " from " to " to + +from := room ("connected to" room)* + +room := type_name ("in" place)? + +type_name := "a " (artifact | monster | quest) + +artifact := "weapon" | "spell" | "magic item" | "treasure" + +monster := "monster" + +quest := "challenge" | "theme" | "drama" | "music" | "art" + +place := "country" | "region" | "city" | "street" | "house" + | "building" | "dungeon" | "labyrinth" | "cave" + | "swamp" | "room" | "hallway" | "chest" | "bag" + | "wallet" | "vault" | "keep" | "hideout" +``` +This grammar defines a dungeon as a series of connected rooms, each containing an artifact, monster, or quest. The journey through the dungeon is represented by a path, which consists of one or more steps. Each step moves the player from one room to another through a connecting place. The type\_name, artifact, monster, and quest non-terminals can be further expanded as needed to include additional specific terms. + +To use this grammar to generate prompts, you would start by generating a dungeon using the top-level rule, `dungeon`. This would produce a string containing a prompt for creating a dungeon with a specific type of item in a specific place. You could then replace the type\_name, artifact, monster, and quest non-terminals with specific terms from your list of type terms to generate additional prompts. + +For example, using the grammar above, you could generate the following prompt for creating a dungeon with a magic item in a cave: +```makefile +Imagine a dungeon with a magic item in a cave; +Consider the journey through this dungeon, starting at the entrance and ending at the treasure. + +Move from a weapon in a building connected to a challenge in a city to a spell in a house connected to a theme in a street. +Move from a magic item in a cave connected to a monster in a room to a treasure in a vault connected to a quest in a keep. +``` +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_302.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_302.txt new file mode 100644 index 0000000..236e3f9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_302.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby + ::= * + + ::= + + ::= "move" | "turn" | "proceed" | "traverse" + + ::= "to the left" | "to the right" | "forward" | "backward" + | "toward the entrance" | "toward the exit" + + ::= * + + ::= "treasure room" | "monster den" | "boss chamber" + | "secret passage" | "save point" + + ::= "dark" | "dusty" | "ancient" | "magical" | "hidden" +``` +In this grammar, a `path` is made up of one or more `segment`s. A `segment` consists of a `verb_phrase` and a `direction_noun_phrase`. The `verb_phrase` describes the action of moving in a certain direction, while the `direction_noun_phrase` specifies which direction to move in. + +A `room_description` is generated by selecting a `type_name` (such as "treasure room" or "monster den") and adding any number of `room_adjective`s to it. The `verb_phrase` is then used to describe an action that the player can take in the room. + +This grammar can be expanded and customized to fit the specific needs of your dungeon generator. For example, you might want to add more `type_name` options or include additional elements such as puzzles or traps. The key is to use a combination of descriptive language and clear structure to create prompts that are easy for the model to understand and respond to. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_303.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_303.txt new file mode 100644 index 0000000..42c4ebb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_303.txt @@ -0,0 +1,185 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon := path* +path := entrance room+ exit +entrance := "the entrance" +exit := "the exit" +room := type_name with_a_type feature connected_with_place place +type_name := weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey +with_a_type := "with a" +type := "rusty sword" | "fireball spell" | "ancient amulet" | "dragon's hoard" | "goblin horde" | "rescue mission" | "deadly trap" | "epic theme" | "tragic backstory" | "haunting melody" | "impressionist painting" | "hidden secret" | "forbidden ritual" | "mysterious artifact" | "heroic journey" +feature := verb doing_a_verb +verb := "searching for" | "avoiding" | "disabling" | "unlocking" | "deciphering" | "summoning" | "banishing" | "completing" | "discovering" | "learning" | "performing" | "creating" | "destroying" +doing_a_verb := "doing" +connected_with_place := connected_with +connected_with := "connected with" +place := the_country | the_region | the_city | the_street | the_house | the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | the_room | the_hallway | the_chest | the_bag | the_wallet | the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | the_river_styx | the_restaurant_at_the_end_of_the_universe +the_country := "the country" +the_region := "the region" +the_city := "the city" +the_street := "the street" +the_house := "the house" +the_building := "the building" +the_dungeon := "the dungeon" +the_labyrinth := "the labyrinth" +the_cave := "the cave" +the_swamp := "the swamp" +the_room := "the room" +the_hallway := "the hallway" +the_chest := "the chest" +the_bag := "the bag" +the_wallet := "the wallet" +the_vault := "the vault" +the_keep := "the keep" +the_hideout := "the hideout" +platos_cave := "Plato's cave" +garden_of_eden := "the Garden of Eden" +the_river_styx := "the River Styx" +the_restaurant_at_the_end_of_the_universe := "the Restaurant at the End of the Universe" +``` +This grammar allows for generating prompts that describe a series of rooms, each with a type (e.g. weapon, spell), a feature (e.g. searching for), and a place (e.g. connected with the city). The path begins at the entrance and ends at the exit, allowing for a complete journey through the dungeon to be described. + +You can use this grammar as a starting point, then you could extend it with additional elements such as puzzles, traps, NPCs or monsters to interact with, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_304.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_304.txt new file mode 100644 index 0000000..16e6026 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_304.txt @@ -0,0 +1,189 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine a path from the entrance to the end of the dungeon with the following features: " + + + ::= { "," } + + ::= " in " + | " at " + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" + + ::= { " connected with " } + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" | "the bag" + | "the wallet" | "the vault" | "the keep" + | "the hideout" | "Plato's cave" | "the Garden of Eden" + | "the river Styx" | "the restaurant at the end of the universe" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "compose" | "balance" + | "analyze" | "lift" | "shift" | "splice" | "quote" + | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-reflect" + | "meta-program" | "interpret" +``` +This grammar allows for the generation of prompts that specify a variety of different features for the path through the dungeon, such as the type of items or challenges that can be found in certain locations, as well as actions that can be performed at those locations. The `` non-terminal is used to define the various places that can be visited along the path, and the `` non-terminal allows for a variety of different actions to be specified. + +For example, using this grammar, we could generate the following prompt: +```vbnet +Imagine a path from the entrance to the end of the dungeon with the following features: weapon in the country connected with spell at the city, artifact in the house connected with magic item in the building, treasure in the dungeon connected with monster in the labyrinth, quest in the cave connected with challenge in the swamp, theme in the room connected with drama in the hallway, music in the chest connected with art in the bag, secrets in the wallet connected with occult in the vault, reveal in the keep connected with hero journey in the hideout. +``` +This prompt specifies a variety of different features for the path through the dungeon, including weapons, spells, artifacts, and magic items that can be found in certain locations, as well as actions that can be performed at those locations, such as role-playing or composing. It also includes connectivity information between different locations along the path. + +Using this grammar, we could generate many other prompts with different combinations of features and locations, allowing for a wide variety of dungeons to be created. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_305.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_305.txt new file mode 100644 index 0000000..7ab2d98 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_305.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= + + ::= { } + + ::= "We are in a" "What do you see?" + + ::= "We walk down a" "towards" + + ::= [ ] { ", " "." } + + ::= [] + + ::= "dark" | "dusty" | "cramped" | "spacious" | ... + + ::= "corridor" | "passageway" | "chamber" | "room" | ... + + ::= "the" | "a" | "an" | "next" | ... +``` +This grammar defines a `dungeon` as a series of connected `rooms`, which are accessed via `hallways`. The appearance of each `room` and `hallway` is described using an optional adjective and noun, with the option to include multiple descriptions separated by commas. The direction of travel through the `hallway` is indicated using an optional preposition and a noun. + +This grammar can be used to generate prompts for creating a dungeon by expanding it into a series of template strings that can be filled in with specific values as needed. For example, here are some sample prompts generated from this grammar: + +* We are in a dark chamber. What do you see? +* We walk down a dusty passageway towards the next room. +* We are in a cramped corridor, filled with cobwebs and broken furniture. What do you see? +* We walk down a spacious hallway, adorned with tapestries and paintings, towards the throne room. +* We are in a small chamber with a single door. What do you see? +* We walk down a long corridor, filled with statues and murals, towards the treasure vault. + +These prompts can then be used as input to the language model or other AI system to generate descriptions of each room and hallway in the dungeon. By varying the specific values used in the templates, it is possible to create a wide variety of different dungeons with unique appearances and layouts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_306.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_306.txt new file mode 100644 index 0000000..d95cfa9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_306.txt @@ -0,0 +1,227 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```rust +path := entrance room* exit + +entrance := "You are standing at the entrance of the dungeon." + +room := "You enter a room with {description}." + | "You find yourself in a room with {description}." + | "A room reveals itself to you, it has {description}." + +description := [adjective] noun [plural] + | [adjective] verb ing + | theme + +adjective := "dark" + | "dank" + | "cramped" + | "spacious" + | "empty" + | "crowded" + | "dusty" + | "ancient" + +noun := "corridor" + | "tunnel" + | "chamber" + | "passageway" + | "dead end" + | "stairs" + | "lever" + | "switch" + | "chest" + | "table" + | "chair" + | "statue" + | "painting" + +plural := "s" + +verb := "echoing" + | "shimmering" + | "spinning" + | "hanging" + | "locked" + | "trapped" + | "guarded by a {monster}." + +theme := "There is a theme of {theme} in this room." + +drama := "Something dramatic happens here, like {drama}." + +music := "The sound of {music} can be heard in the background." + +art := "A beautiful piece of art, {art}, adorns the wall." + +secrets := "You notice something peculiar about this room, it has secrets." + +occult := "There is a feeling of occult energy in this room." + +reveal := "As you explore the room, you reveal {reveal}." + +hero_journey := "This room is important to the hero's journey because {hero_journey}." + +monster := "troll" + | "goblin" + | "orc" + | "dragon" + | "lich" + | "gorgon" + | "minotaur" + | "spider" + | "beholder" + +exit := "You see a way out, it leads to {direction}." + | "A exit is revealed, it goes to {direction}." + +direction := "north" + | "south" + | "east" + | "west" +``` +This grammar allows for generating prompts that describe the entrance of the dungeon and a sequence of rooms connected by exits. Each room is described by its features, such as adjectives, nouns, verbs, themes, etc. The grammar also includes elements of drama, music, art, secrets, occult energy and hero's journey to make the dungeon more interesting and immersive. The monster and direction are optional and can be used to add more variety to the generated prompts. + +This is just an example, you could extend this grammar with more elements or adjust it to your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_307.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_307.txt new file mode 100644 index 0000000..bc3fdad --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_307.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through the dungeon: +```css +prompt -> "Imagine" "a" type_name "path through the dungeon starting at the entrance and going all the way to the end, with" + number_of_turns "turns along the way." + +type_name -> "a" ( "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" ) + +number_of_turns -> +``` +For example, a prompt generated using this grammar for a weapon path with 3 turns could be: + +Imagine a weapon path through the dungeon starting at the entrance and going all the way to the end, with 3 turns along the way. + +You can expand on this grammar by adding more options for the type\_name (such as "theme", "drama", "music", etc.) and more variations for the number of turns or other elements of the path. You can also use the same basic structure to generate prompts for other parts of the dungeon, such as rooms, traps, or treasure hoards. + +It's worth noting that this grammar is just one possible way to generate prompts, and you may want to adjust it to better fit your specific needs and preferences. You can also use different tools or approaches to generate prompts, such as using templates, natural language processing, or machine learning algorithms. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_308.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_308.txt new file mode 100644 index 0000000..9b770aa --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_308.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon := (room | hallway | treasure_chest | monster)* +room := "Enter a room with " type_name ", named " room_name ", connected to " connections, " in the " location +hallway := "Walk down a hallway with " type_name ", named " hallway_name ", leading to" connections, " in the " location +treasure_chest := "Find a treasure chest with " type_name ", containing " treasure, " in the " location +monster := "Encounter a " monster_type ", named " monster_name ", with " abilities " in the " location +connections := (hallway | room | treasure_chest | monster)* +location := (entrance | dungeon_depth) +type_name := weapon | spell | artifact | magic_item | treasure | monster +room_name := string +hallway_name := string +monster_type := orc | goblin | dragon | etc. +monster_name := string +abilities := string +treasure := string +dungeon_depth := shallow | deep | etc. +entrance := starting point of the dungeon +``` +This grammar can be used to generate prompts for creating different elements of a dungeon, such as rooms, hallways, treasure chests, and monsters, by instantiating the variables with specific values. For example, the following prompt could be generated from this grammar: + +"Enter a room with a weapon, named armory, connected to a hallway, leading to a treasure chest with magic items, containing potions of healing, in the shallow part of the dungeon." + +This prompt can then be used as input for a language model or other AI system to generate text describing that particular element of the dungeon. By generating multiple prompts and using them as input for an AI system, it is possible to create a large and varied dungeon with many different elements and encounters. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_309.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_309.txt new file mode 100644 index 0000000..9e60e6f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_309.txt @@ -0,0 +1,210 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```r + ::= "Imagine a path through the dungeon from the entrance to the end, with the following context: " + + "What is your response? Please generate a variant array of size 3." + + ::= + + ::= "Verb: " + + ::= "Type Name: " + | "Type Names: " { ", " } + + ::= "Place: " + | "Places: " { ", " } + + ::= "role-play" + | "specify" + | "encode" + | "code" + | "program" + | "prove" + | "create" + | "design" + | "create descriptions for an artist" + | "create descriptions for an artist to design a comic book panel" + | "analyse" + | "lift" + | "shift" + | "splice" + | "quote" + | "quasi-quote" + | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + + ::= "weapon" + | "spell" + | "artifacts" + | "magic items" + | "treasure" + | "monster" + | "trap" + | "puzzle" + + ::= { " connected with " } + + ::= "entrance" + | "exit" + | "hallway" + | "room" + | "corridor" + | "chamber" + | "passage" +``` +This grammar can be used to generate a variety of prompts for creating different parts of the dungeon, by specifying different combinations of verbs, type names, and places. For example, the following prompt could be generated using this grammar: +```vbnet +Imagine a path through the dungeon from the entrance to the end, with the following context: Verb: create, Type Names: weapon, treasure, monster, Place: entrance connected with hallway connected with room; What is your response? Please generate a variant array of size 3. +``` +This prompt asks the user to imagine a path through the dungeon, starting at the entrance and ending at some unknown location, and to create a variety of different things (weapons, treasure, monsters) in three different rooms along the way. The grammar can be easily modified to generate prompts for other parts of the dungeon or for different types of tasks. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_31.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_31.txt new file mode 100644 index 0000000..bc2bac5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_31.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon := path+ +path := room start end +room := "the" identifier "room" (description)? +start := "enter" ("the" identifier)? | "exit" ("the" identifier)? +end := "exit" ("the" identifier)? | "enter" ("the" identifier)? +identifier := alphabetic+ +description := sentence +sentence := subject verb object +subject := pronoun | proper_noun +pronoun := "it" | "he" | "she" | "they" +proper_noun := alpha+ "_"? +verb := "is" | "has" | "contains" +object := identifier | prepositional_phrase +prepositional_phrase := "of" preposition noun +preposition := "in" | "on" | "under" | "over" | "behind" +noun := identifier | proper_noun +alphabetic := [a-zA-Z] +alpha := alphabetic | "_" +``` +This grammar defines a dungeon as one or more paths, where each path consists of a starting room, an ending room, and zero or more intermediate rooms. Each room is defined by an identifier (such as "entrance", "lobby", "treasure\_room") and optionally a description that describes the room's contents or appearance. The starting and ending rooms are specified using either the "enter" or "exit" keywords, followed by an optional identifier. + +The grammar also includes rules for generating sentences that describe each room's contents or appearance. These sentences consist of a subject (such as "it", "he", "she", or "they"), a verb (such as "is", "has", or "contains"), and an object (such as an identifier or prepositional phrase). The prepositional phrases describe the relationship between different elements in the room, such as "the treasure is under the altar". + +Note that this is just one possible grammar for generating prompts for creating a dungeon. Other grammars could be used to generate prompts with different levels of complexity or detail, depending on the needs of the application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_310.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_310.txt new file mode 100644 index 0000000..43f3d15 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_310.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type-modifier ::= "small" | "medium" | "large" | "ancient" | "powerful" | "mythical" | "magical" +verb ::= "create" | "design" | "describe" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +path ::= path-segment* +path-segment ::= dungeon-prompt type-name [type-modifier] verb place +``` +The grammar consists of a series of non-terminal symbols, which are defined in terms of other non-terminal symbols and/or terminal symbols (such as "weapon" or "create"). The grammar starts with the `dungeon-prompt` symbol, which represents the starting point for generating a prompt. From there, the `path` symbol is used to represent a sequence of `path-segment`s, each of which consists of a `dungeon-prompt`, a `type-name` (optionally modified by a `type-modifier`), a `verb`, and a `place`. + +This grammar can be used to generate a variety of prompts for creating different types of elements in the dungeon, such as weapons, spells, monsters, quests, etc. The `dungeon-prompt` symbol allows us to select the tone or style of the prompt, while the other symbols allow us to specify what kind of element we want to create and how it should be created. + +For example, a possible path through the dungeon could be: "Imagine creating a powerful weapon in the hidden room connected with the underground lake". + +You can use this grammar as starting point and expand it based on your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_311.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_311.txt new file mode 100644 index 0000000..fb53746 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_311.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "move" "through" location "to" location + +location ::= room | hallway | entrance | exit + +room ::= "a room" | "the room" | "this room" + +hallway ::= "a hallway" | "the hallway" | "this hallway" + +entrance ::= "the entrance" + +exit ::= "the exit" + +In this grammar, the `path` non-terminal represents a sequence of path segments, where each segment consists of moving through one location to another. The `location` non-terminal can be expanded to a specific type of location, such as a room or hallway. The `room`, `hallway`, `entrance`, and `exit` non-terminals represent specific types of locations in the dungeon. + +For example, a valid path generated using this grammar could be: "move through the entrance to a hallway, move through the hallway to a room, move through the room to the exit". This prompt instructs the user to generate a sequence of moves starting at the entrance and ending at the exit, with each segment consisting of moving through one location to another. + +You can expand this grammar as needed to add more complexity to the dungeon generation process. For example, you could add non-terminals for different types of rooms or hallways, or for special features such as traps or treasure chests. You can also modify the grammar to generate prompts for other aspects of the dungeon, such as creating monsters, quests, or treasures. + +Overall, an EBNF grammar is a flexible and powerful way to generate prompts for creating a variety of elements in a fantasy role-playing game. By defining the structure of the prompt using non-terminals and rules, you can easily modify and expand the grammar as needed to create new types of prompts or to add more complexity to existing ones. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_312.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_312.txt new file mode 100644 index 0000000..5d62e20 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_312.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= | "to" + ::= + ::= any text describing the room + ::= "Exits:" {"," } + ::= "to" + ::= "north" | "south" | "east" | "west" | "up" | "down" +``` +For example, the following prompt could be generated using this grammar: + +"Imagine a room with a description of a dark and musty cave. Exits: north to a room with a description of a winding corridor, east to a room with a description of a treasure-filled chamber, down to a room with a description of a bottomless pit." + +You can expand this grammar to include other elements such as monsters, treasures, traps and puzzles. You could also add rules for generating the descriptions and exits based on certain parameters such as theme or difficulty level. + +It's important to note that this is just an example of how you could structure your grammar, and it may need to be adjusted depending on the specific requirements of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_313.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_313.txt new file mode 100644 index 0000000..6ff8b61 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_313.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= | "to" + ::= "start at the" "and go to the" + ::= with a | doing in the + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +``` +This grammar defines a `` as a sequence of one or more ``s connected by the word "to". A `` is defined as starting at a certain place and going to another place. The places are defined using either a type name with an associated type name, or a verb with an associated verb in a given place. + +You can use this grammar to generate prompts for creating a dungeon by recursively expanding the non-terminals according to their definitions. For example, here is a path generated using this grammar: +``` +start at the weapon with a spell and go to the analyze doing lift in the secret connected with reveal in the hero journey +``` +You can then use these prompts as input to your program to create the dungeon. + +This is just one example of how you could define such a grammar, and there are many other ways you could do it depending on your specific needs. The important thing is to have a way to systematically generate prompts that cover all the different aspects of your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_314.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_314.txt new file mode 100644 index 0000000..f5eb7a5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_314.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "From" place "go to" place "via" type\_name + +place ::= PLACE + +type\_name ::= TYPE\_NAME + +PLACE ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +TYPE\_NAME ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +This grammar allows for generating a path through the dungeon by specifying a series of connected places, each with an associated type name. The path can be empty (ε) or contain one or more path segments. Each path segment specifies a starting place, a destination place, and a type name that connects them. + +For example, using this grammar, we could generate the following prompts: + +* From the entrance go to the first room via a weapon +* From the first room go to the second room via treasure +* From the second room go to the final boss room via a challenge + +Note that this is just an example and there can be different variations of grammar depending on your specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_315.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_315.txt new file mode 100644 index 0000000..85df8e5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_315.txt @@ -0,0 +1,199 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile + ::= "Imagine" "connected with" + "and filled with" "with a" + "to create a" + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "platos cave" + | "garden of eden" | "the river styx" + | "the restaurant at the end of the universe" + + ::= "weapon" | "spell" | "artifacts" | "magic items" + | "treasure" | "monster" | "quest" | "challenge" + + ::= | + + ::= "hero journey" + + ::= "theme" | "drama" | "music" | "art" | "secrets" + | "occult" | "reveal" | + + ::= "'" "'" + + ::= "role-play" | "specify" | "encode" | "code" | "program" + | "prove" | "create" | "design" | "create descriptions for an artist" + | "create descriptions for an artist to design a comic book panel" + | "analyse" | "lift" | "shift" | "splice" | "quote" + | "quasi-quote" | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-chain" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-loop" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-eval" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-extract" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-replace" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-run" + | "meta-program" | "generate" | "interpret" +``` +This grammar allows you to generate prompts for creating different elements of a dungeon, such as weapons, spells, artifacts, magic items, treasure, monsters, quests, and challenges. The `` non-terminal represents the location where the element is found in the dungeon, while the `` non-terminal specifies what kind of element it is. + +The `` non-terminal allows you to further specify the properties of the element by choosing from a list of terms such as "hero journey", "theme", "drama", "music", "art", "secrets", "occult", "reveal", or any other term that might be relevant. The `` non-terminal allows you to include a term in quotes if it is a specific name or phrase. + +The `` non-terminal specifies what action to take with the element, such as "role-play", "specify", "encode", "code", "program", "prove", "create", "design", and so on. The verb you choose will depend on the context in which you are generating the prompt. + +For example, using this grammar, you could generate the following prompt: +```python +Imagine the entrance connected with the first room and filled with a weapon with a hero journey to create a program. +``` +This prompt specifies that you want to imagine the entrance of the dungeon, which is connected to the first room, and filled with a weapon that has a "hero journey" property. The action to take with this element is to "program" it. + +You can modify this grammar as needed to fit your specific use case. For example, you might want to add more terms or place names, or specify additional properties of the elements in the dungeon. By using a grammar like this one, you can easily generate a wide variety of prompts for creating different parts of your dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_316.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_316.txt new file mode 100644 index 0000000..d67c45f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_316.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_prompt ::= "Imagine a path from the entrance to the end of the dungeon, with the following features:" +path ::= "path" "from" location "to" location +location ::= (type\_name "with a" type\_description) | place +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type\_description ::= (adjective) | noun +adjective ::= "dark" | "twisting" | "secret" | "labyrinthine" | "dangerous" | "hidden" | "ancient" | "haunted" +noun ::= "chamber" | "passage" | "hallway" | "cavern" | "tomb" | "lair" | "maze" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +verbs ::= "role-playing" | "specifying" | "encoding" | "coding" | "programming" | "proving" | "creating" | "designing" | "describing for an artist" | "describing for an artist to design a comic book panel" | "analysing" | "lifting" | "shifting" | "splicing" | "quoting" | "quasi-quoting" | "quasi-quine-quoting" | "quasi-quine-quoting-in-ocaml" | "quasi-quine-quoting-in-ocaml-coq-metacoq" | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-with-a" | "imagining" + +An example of a generated prompt using this grammar: + +Imagine a path from the entrance to the end of the dungeon, with the following features: +path from dark labyrinthine passage to secret chamber +dark labyrinthine passage is a twisted and dangerous maze +secret chamber contains a hidden treasure with a golden sword + +Please note that this grammar can be expanded or modified according to your needs. Also it's just an example, you may need to adjust the grammar to match your actual codebase. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_317.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_317.txt new file mode 100644 index 0000000..4646260 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_317.txt @@ -0,0 +1,199 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon_path ::= [room | hallway | treasure_chest]+ +room ::= "the" room_name + | "a" room_name + | "an" room_name + | room_name + | "this" room_name + | "that" room_name + | "the" room_type + | "a" room_type + | "an" room_type + | "this" room_type + | "that" room_type + | room_type + | room_name room_type + | room_type room_name +room_name ::= [a-zA-Z]+ +room_type ::= [a-zA-Z]+ +hallway ::= "the" hallway_name + | "a" hallway_name + | "an" hallway_name + | hallway_name + | "this" hallway_name + | "that" hallway_name + | "the" hallway_type + | "a" hallway_type + | "an" hallway_type + | "this" hallway_type + | "that" hallway_type + | hallway_type + | hallway_name hallway_type + | hallway_type hallway_name +hallway_name ::= [a-zA-Z]+ +hallway_type ::= [a-zA-Z]+ +treasure_chest ::= "the" treasure_chest_name + | "a" treasure_chest_name + | "an" treasure_chest_name + | treasure_chest_name + | "this" treasure_chest_name + | "that" treasure_chest_name + | "the" treasure_chest_type + | "a" treasure_chest_type + | "an" treasure_chest_type + | "this" treasure_chest_type + | "that" treasure_chest_type + | treasure_chest_type + | treasure_chest_name treasure_chest_type + | treasure_chest_type treasure_chest_name +treasure_chest_name ::= [a-zA-Z]+ +treasure_chest_type ::= [a-zA-Z]+ +``` +This grammar defines a `dungeon_path` which is made up of one or more rooms, hallways, and treasure chests. Each room, hallway, or treasure chest can be named or typed, for example: "the dragon's lair", "a hidden passage", or "an ancient crypt". The grammar allows for flexibility in naming conventions, such as using articles ("the", "a", "an") before names, and also allows for specifying the type of a room, hallway or treasure chest. + +This is just an example, you can add more elements like monsters, traps, etc to the grammar. +It's also worth noting that this EBNF grammar can be used as a starting point, and can be further refined and expanded to include additional elements and variations as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_318.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_318.txt new file mode 100644 index 0000000..7c688f3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_318.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "go" SPACE "to" SPACE direction + +direction ::= "north" | "south" | "east" | "west" | "up" | "down" + +ε represents the empty string, which can be used to indicate that a path consists of zero path segments. The SPACE symbol represents a space character. + +This grammar defines a path as a sequence of path segments, each of which is a command to go in a particular direction. A path may consist of zero or more path segments. + +To generate a specific path through the dungeon, you can use this grammar to produce a string that represents the desired sequence of directions. For example, the following production would generate the string "go to north go to east": +``` +path_segment; path_segment +``` +You could then use this string as input to a program or script that interprets it and moves a character through the dungeon accordingly. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_319.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_319.txt new file mode 100644 index 0000000..56aa1bc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_319.txt @@ -0,0 +1,214 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss + ::= "Imagine a path through the dungeon from the entrance to the end, with the following features:" + + "; What is your response? Please generate a variant array of size 3." + + ::= { "," } + + ::= "with a" + | "doing" + | "connected to" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= | "of the" + + ::= "create" | "design" | "draw" | "paint" | "compose" | "balance" + + ::= | "the appearance of" + + ::= | | + + ::= | | + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the river styx" | "the restaurant at the end of the universe" + + ::= "the room" | "the hallway" | "the chest" | "the bag" + | "the wallet" | "the vault" | "the keep" | "the hideout" + | "platos cave" | "garden of eden" + + ::= + + ::= "in" | "at" | "near" | "under" | "over" | "above" + | "below" | "between" | "among" | "around" + + ::= | "a" + + ::= + + ::= "the" | "a" | "an" | "one" | "two" | "three" + + ::= | | | + | | + + ::= "red" | "orange" | "yellow" | "green" | "blue" + | "indigo" | "violet" | "black" | "white" | "gray" + + ::= "round" | "square" | "rectangular" | "triangular" + | "circular" | "spherical" | "cylindrical" + + ::= "small" | "medium" | "large" | "huge" | "tiny" + | "gigantic" | "minuscule" + + ::= "wood" | "stone" | "metal" | "glass" | "plastic" + | "fabric" | "paper" | "water" | "fire" + + ::= "defensive" | "offensive" | "utility" | "transportation" + | "communication" | "entertainment" + + ::= "damaged" | "rusty" | "shiny" | "new" | "old" + | "worn" | "repaired" | "abandoned" +``` +This grammar allows for a variety of features to be included in the dungeon, including different types of objects, actions, and locations. It also includes options for specifying the color, shape, size, material, purpose, and condition of various elements. The `` nonterminal allows for multiple features to be specified, separated by commas. Finally, the `` nonterminal includes a template for generating a complete prompt, including the initial instruction and the request for a variant array of size 3. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_32.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_32.txt new file mode 100644 index 0000000..c5902e1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_32.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```vbnet + ::= * + + ::= | + + ::= "Enter the" "room." + | "Exit the" "room." + + ::= "Move along the" "corridor." + | "Leave the" "corridor." + + ::= * + + ::= "dark" | "twisting" | "dank" | "narrow" | "creaky" + + ::= "passageway" | "tunnel" | "cavern" | "chamber" | "hallway" +``` +This grammar describes a path through the dungeon as a series of segments, where each segment can be either a room or a corridor. Rooms and corridors are described using adjectives and nouns to create a more immersive experience for the player. The `*` symbol is used to indicate that one or more adjectives can be included in the description, allowing for a variety of different descriptions to be generated. + +Using this grammar, we could generate prompts such as: + +* "Enter the dark passageway." +* "Exit the twisting tunnel." +* "Move along the dank cavern." +* "Leave the narrow hallway." + +These prompts can then be used to create a dungeon using a large language model and a proof engine combined via adaptive language agent architecture, as described in the original prompt. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_320.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_320.txt new file mode 100644 index 0000000..e0caffd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_320.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = {room | corridor} + +room = "Enter a room with ", description, "." +corridor = "Walk through a corridor with ", description, " and arrive at the next location." + +description = type_name, {attribute}, verb, place +type\_name = "a" | "an" | "" +attribute = "adjective1 adjective2" | "adjective1" | "adjective2" | "" +verb = "containing" | "filled with" | "full of" | "surrounded by" | "" +place = "a" | "an" | "" + +The non-terminal symbols in this grammar are: + +* dungeon: Represents the entire dungeon, consisting of a series of rooms and corridors. +* room: Represents a single room in the dungeon. +* corridor: Represents a corridor that connects two rooms. +* description: A description of the current location in the dungeon, including its type, attributes, verb, and place. +* type\_name: The name of the type of object or feature being described. +* attribute: One or more adjectives that describe the type of object or feature being described. +* verb: A verb that describes the relationship between the type of object or feature and its place. +* place: The location where the type of object or feature is found. + +The grammar allows for a variety of different descriptions to be generated, depending on the specific values chosen for the non-terminal symbols. For example, the following prompt could be generated using this grammar: "Enter a room with an ancient treasure chest filled with gold and gems in the center of the room." + +This prompt was generated by choosing the type\_name "an", the attribute "ancient", the verb "filled with", and the place "the center of the room". The choice of these specific values results in a description that is appropriate for a fantasy role-playing game. Other choices could be made to generate different types of descriptions, depending on the desired outcome. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_321.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_321.txt new file mode 100644 index 0000000..fb0d407 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_321.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = {room | corridor}* + +room = "Enter room" RName ":" RDesc "\n" +RName = [a-zA-Z]+ +RDesc = [a-zA-Z0-9\s.,!?]* + +corridor = "Walk down the" CDesc "to the" DName "\n" +CDesc = [a-zA-Z0-9\s.,!?]* +DName = [a-zA-Z]+ + +This grammar defines a dungeon as a series of rooms and corridors. A room is defined by its name, which is followed by a colon and a description of the room. A corridor is defined by a description of the current location, a direction to the next location, and the name of that location. + +You could then use this grammar to generate prompts for creating a dungeon by parsing the grammar and replacing the placeholders in the prompt string with the generated values. For example, you might generate the following prompt for a room: + +Enter room "The entrance": This is where your journey begins. The entrance is guarded by two stone statues of mythical beasts. + +and the following prompt for a corridor: + +Walk down the hallway to the room "The library": The hallway is dimly lit, with flickering torches on the walls. You can hear the distant sound of turning pages as you approach the library. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_322.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_322.txt new file mode 100644 index 0000000..6509c37 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_322.txt @@ -0,0 +1,193 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" "a" "path" + "through" "starting" "at" + "and" "going" "all" "the" "way" "to" + + ::= "dungeon" | "labyrinth" | "maze" | ... + + ::= "the" ("country" | "region" | "city" | "street" | "house" | ...) + + ::= "the" "at" + + ::= "the" "at" + + ::= ("with" ) | "" + + ::= "a" (("filled" "with") | ("containing")) + | "a" + | "a" + | ... + + ::= ( )* + + ::= "dark" | "twisty" | "secret" | "dangerous" | ... + + ::= "passage" | "room" | "chamber" | "corridor" | ... + + ::= ( ) | | ... + + ::= "guarded" | "locked" | "hidden" | "trapped" | ... + + ::= "by" ("a" | ) | ... + + ::= "troll" | "goblin" | "dragon" | ... + + ::= "spike pit" | "poison dart" | "falling rocks" | ... + + ::= "before" | "after" | "to the left of" | "to the right of" | ... + + ::= | | ... + + ::= | | ... +``` +This grammar can be used to generate prompts for creating different parts of the dungeon, such as a room or a passage, and also allows for adding extra information like traps or monsters. The `` part is optional, and it can be left out if no additional details are needed. + +For example, using this grammar, one could generate the following prompt: +``` +Imagine a dungeon path through the dark labyrinth starting at the entrance with a hidden passage to the right of the ominous stone door and going all the way to the end with a treasure-filled chamber at the heart of the dragon's lair. +``` +The grammar can be further expanded to include more details, such as different types of traps or monsters, or additional prepositions. The `` section can also be modified to allow for more complex constructions, like multiple traps or monsters in the same room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_323.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_323.txt new file mode 100644 index 0000000..f70779c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_323.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= { } + ::= "the" + ::= { } "room" + ::= "dark" | "twisty" | "narrow" | ... + ::= "north" | "south" | "east" | "west" +``` +This grammar describes a path through the dungeon as a series of connected rooms, with each room being described by one or more adjectives. The direction of travel between rooms is also specified. This grammar can be easily extended to include other elements such as monsters, treasures, and quests. For example, +```css + ::= { } [ ] + ::= "a" "blocks" | ... + ::= "goblin" | "troll" | "dragon" | ... +``` +This grammar includes the possibility of an event, such as a monster blocking a path, to make the dungeon more interesting and dynamic. The events can be further expanded by adding other elements like treasures or NPCs with dialogues and quest. This is just an example, you can add and modify the grammar according to your needs and complexity of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_324.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_324.txt new file mode 100644 index 0000000..fc491c8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_324.txt @@ -0,0 +1,230 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss +dungeon ::= [path] +path ::= "Starting at the entrance, traverse the following path through the dungeon:" [waypoint_list] +waypoint_list ::= waypoint | waypoint waypoint_list +waypoint ::= room | chamber | hallway | corridor +room ::= "Enter a room with: " [features] " and find: " [contents] +chamber ::= "Enter a large chamber with: " [features] " and fight or negotiate with: " [creatures] +hallway ::= "Traverse a long hallway with: " [features] +corridor ::= "Move through a winding corridor with: " [features] +features ::= feature | feature features +feature ::= "a " ([adjective])? ("sloping" | "twisting" | "narrow" | "wide" | "dark" | "lit" | "ancient") "floor" | + "a " ([adjective])? ("high" | "low") "ceiling" | + "a " ([adjective])? ("crumbling" | "solid") "wall" | + "an " ([adjective])? ("intricate" | "simple") "architecture" | + "a " ([adjective])? ("musty" | "fresh" | "rotting") "smell" | + "the sound of: " [sounds] +contents ::= item | creature +item ::= "[a-zA-Z0-9_ ]*" | "nothing" +creature ::= "[a-zA-Z0-9_ ]*" | "none" +adjective ::= "[a-zA-Z0-9_ ]*" +sounds ::= sound | sound sounds +sound ::= "water dripping" | "wind howling" | "insects chirping" | "silence" | "the sound of combat" +``` +This grammar allows for generating prompts that describe a path through the dungeon, starting at the entrance and ending at some destination. Along the way, the prompts can include descriptions of rooms, large chambers, hallways, and corridors, as well as any items or creatures that might be found in those locations. The grammar also allows for adding adjectives to certain features, such as the floor, ceiling, or walls, as well as sounds that might be heard in a given location. + +The non-terminal symbols in the grammar are: + +* `dungeon`: The top-level symbol, which represents the entire dungeon. +* `path`: A sequence of waypoints that make up a path through the dungeon. +* `waypoint_list`: A list of one or more waypoints. +* `waypoint`: A single location in the dungeon, such as a room or hallway. +* `features`: A list of features that describe a given waypoint. +* `feature`: A single feature that describes a part of a waypoint, such as the floor, ceiling, or walls. +* `contents`: The items or creatures that can be found in a given location. +* `item`: An item that can be found in a location. +* `creature`: A creature that can be found in a location. +* `adjective`: An adjective that can be used to modify certain features. +* `sounds`: A list of sounds that can be heard in a given location. +* `sound`: A single sound that can be heard in a location. + +The terminal symbols in the grammar are: + +* `starting at the entrance, traverse the following path through the dungeon:`: The prompt that introduces a path through the dungeon. +* `enter a room with:`: The prompt that introduces a room waypoint. +* `enter a large chamber with:`: The prompt that introduces a chamber waypoint. +* `traverse a long hallway with:`: The prompt that introduces a hallway waypoint. +* `move through a winding corridor with:`: The prompt that introduces a corridor waypoint. +* `and find:`: The prompt that introduces the contents of a room or chamber. +* `fight or negotiate with:`: The prompt that introduces the creatures in a chamber. +* `a`: A word that can be used to introduce a feature. +* `an`: A word that can be used to introduce a feature. +* `sloping`: An adjective that can describe the floor. +* `twisting`: An adjective that can describe the floor. +* `narrow`: An adjective that can describe the floor. +* `wide`: An adjective that can describe the floor. +* `dark`: An adjective that can describe the floor. +* `lit`: An adjective that can describe the floor. +* `ancient`: An adjective that can describe the floor. +* `high`: An adjective that can describe the ceiling. +* `low`: An adjective that can describe the ceiling. +* `crumbling`: An adjective that can describe the walls. +* `solid`: An adjective that can describe the walls. +* `intricate`: An adjective that can describe the architecture. +* `simple`: An adjective that can describe the architecture. +* `musty`: An adjective that can describe the smell. +* `fresh`: An adjective that can describe the smell. +* `rotting`: An adjective that can describe the smell. +* `water dripping`: A sound that can be heard in a location. +* `wind howling`: A sound that can be heard in a location. +* `insects chirping`: A sound that can be heard in a location. +* `silence`: A sound that can be heard in a location. +* `the sound of combat`: A sound that can be heard in a location. +* `[a-zA-Z0-9_ ]*`: Any sequence of letters, digits, underscores, or spaces. +* `nothing`: The word "nothing", indicating that there are no items in the current location. +* `none`: The word "none", indicating that there are no creatures in the current location. + +Using this grammar, you can generate prompts that describe a path through the dungeon and all of its features, items, and creatures. For example, a prompt generated from this grammar might look like this: +```vbnet +Starting at the entrance, traverse the following path through the dungeon: +Enter a room with a solid floor and low ceiling, and find a rusty key. +Move through a winding corridor with an intricate architecture and musty smell, and hear water dripping in the distance. +Enter a large chamber with a sloping floor and high ceiling, and fight or negotiate with a fierce dragon. +``` +This prompt describes a path that starts at the entrance of the dungeon and leads to a room with a solid floor and low ceiling, where the player finds a rusty key. The player then moves through a winding corridor with an intricate architecture and musty smell, where they hear water dripping in the distance. Finally, the player enters a large chamber with a sloping floor and high ceiling, where they encounter a fierce dragon that they must fight or negotiate with. + +Using this grammar to generate prompts can help you create more engaging and immersive text-based games, as players will be able to explore the dungeon and its features in greater detail. Additionally, using a formal grammar like this one can make it easier to modify or extend your game over time, as you can simply add new rules to the grammar without having to rewrite all of your existing code. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_325.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_325.txt new file mode 100644 index 0000000..45a0ee2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_325.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= "Imagine a dungeon with" type\_terms ("," type\_terms)* "starting at the entrance and leading to a treasure." +type\_terms ::= type\_name ("with a" term | "that is" term) +term ::= artifacts | magic\_items | treasure +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +artifacts ::= "an artifact" +magic\_items ::= "a magic item" +treasure ::= "a treasure" + +This grammar allows for the generation of prompts that describe a dungeon with various types of elements, such as weapons, spells, and treasures. Each type of element can have additional descriptive terms, such as being an artifact or having secrets. The dungeon starts at the entrance and leads to a treasure. + +For example, using this grammar, one possible prompt would be: "Imagine a dungeon with a weapon that is powerful, a spell that is rare, and a magic item that is cursed, starting at the entrance and leading to a treasure." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_326.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_326.txt new file mode 100644 index 0000000..d320621 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_326.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql + ::= { } + + ::= "the" + + ::= + + ::= "dark" | "dusty" | "spooky" | ... + + ::= "hallway" | "chamber" | "cave" | "corridor" | ... + + ::= "north" | "south" | "east" | "west" | "up" | "down" +``` +For example, a possible path through the dungeon could be: +```vbnet +the dark hallway, north the dusty chamber, east the spooky cave, down the narrow corridor, south the treasure room +``` +This grammar can be extended to include other elements of a dungeon, such as traps, monsters, and treasures. The `` and `` non-terminals could be further expanded with a list of possible values, or generated dynamically based on the type of room, trap, monster, or treasure being described. + +You can also generate prompts for other elements in the dungeon like weapons, spells, artifacts, magic items, treasures, monsters, quests, challenges, themes, drama, music, art, secrets, occult, reveal and hero journey using similar EBNF notation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_327.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_327.txt new file mode 100644 index 0000000..111bd7a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_327.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```css + ::= { } + + ::= + + ::= "north" | "south" | "east" | "west" + + ::= | + + ::= "entrance" | "corridor" | "intersection" | "dead end" | "exit" + + ::= "door" | "chest" | "trap" | "monster" | "treasure" +``` +This grammar can generate a sequence of rooms and directions, where each room is represented by a place or a feature. The path starts at the entrance and ends at the exit. The direction to move from one room to the next is specified using a cardinal direction (north, south, east, or west). A location represents a specific type of room in the dungeon, such as an intersection or dead end. A feature represents something that can be found in a room, such as a door, chest, trap, monster, or treasure. + +This grammar is just an example, and you may want to customize it based on your specific needs for generating prompts for creating the dungeon. You could add more types of rooms or features, or include additional elements like traps or puzzles that players must overcome as they navigate through the dungeon. The key is to create a grammar that captures the essential structure and elements of the dungeon, while also allowing for variation and creativity in the generated prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_328.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_328.txt new file mode 100644 index 0000000..fb40856 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_328.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" + ::= ( | )+ + ::= "," + ::= "connects to" + ::= + ::= ( | "the door") + ::= | "a dead end" + ::= "What is behind the final door?" +::= ("dark" | "dusty" | "secret" | "mysterious" | "abandoned") + ::= ("room" | "passageway" | "tunnel" | "cavern" | "chamber") + ::= ("explore" | "enter" | "discover" | "venture into") + ::= ("treasure" | "monster" | "artifact" | "inscription") +``` +This grammar describes a prompt as consisting of a path through the dungeon and an ending. The path is made up of one or more rooms or corridors, which are described with adjectives and nouns. Each room has an action associated with it, such as exploring or entering. Corridors connect two rooms together, and the connection can be another room or a dead end. The ending of the prompt asks what is behind the final door. + +For example, using this grammar, one possible prompt would be: "Imagine a dark room with a mysterious inscription. Explore the secret passageway that connects to a dusty cavern with a treasure guarded by a monster. What is behind the final door?" +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_329.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_329.txt new file mode 100644 index 0000000..cb14196 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_329.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a path through a dungeon: +```less + ::= * + + ::= + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= | "a few steps" | "several feet" | "a long stretch" + + ::= [0-9]+ +``` +This grammar generates paths through the dungeon by combining segments, where each segment consists of a direction and a distance. The direction can be any of the six cardinal directions (north, south, east, west, up, or down), and the distance can be a specific number of units (specified as a number), or a general indication of the distance (such as "a few steps" or "a long stretch"). + +Here is an example of a path generated using this grammar: +```vbnet +north a few steps, east several feet, down a long stretch +``` +This path consists of three segments: going north for a few steps, then east for several feet, and finally down for a long stretch. You can use this grammar to generate prompts for creating the dungeon by substituting in different terms for the direction and distance fields. For example, you could replace "north" with "towards the entrance" or "away from the treasure room". +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_33.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_33.txt new file mode 100644 index 0000000..829f8e2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_33.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt = "Imagine", path, "in a", place, "with", type, "and", action, "." +path = sequence of steps +step = [direction, description?] +direction = "go", ["north", "south", "east", "west"] +description = text +place = text +type = text +action = text +``` +This grammar allows for the generation of prompts that describe a path through a dungeon starting at the entrance and going all the way to the end. The path is made up of one or more steps, each of which consists of a direction (go north, go south, etc.) and an optional description. The overall setting for the path is described by a place, type, and action. + +For example, a prompt generated from this grammar might look like: +```vbnet +Imagine going east through a dark, damp cave filled with bats, then going south into a hidden treasure room with glittering gold and precious gems, and finally going north to face the fearsome dragon guarding the end of the dungeon. +``` +This prompt describes a path through a dungeon that includes going east into a cave, then south into a treasure room, and finally north to face a dragon. The overall setting for this path is described as a dark, damp cave filled with bats, a hidden treasure room, and the dragon guarding the end of the dungeon. + +This grammar can be used in combination with the code provided to generate prompts for creating a dungeon using a large language model and a proof engine combined via adaptive language agent architecture. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_330.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_330.txt new file mode 100644 index 0000000..edd632c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_330.txt @@ -0,0 +1,181 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +prompt ::= "Imagine" "a" type_name "in" place ";" +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place ::= the_country | the_region | the_city | the_street | the_house | the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | the_room | the_hallway | the_chest | the_bag | the_wallet | the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | the_river_styx | the_restaurant_at_the_end_of_the_universe + +the_country ::= "the country" +the_region ::= "the region" +the_city ::= "the city" +the_street ::= "the street" +the_house ::= "the house" +the_building ::= "the building" +the_dungeon ::= "the dungeon" +the_labyrinth ::= "the labyrinth" +the_cave ::= "the cave" +the_swamp ::= "the swamp" +the_room ::= "the room" +the_hallway ::= "the hallway" +the_chest ::= "the chest" +the_bag ::= "the bag" +the_wallet ::= "the wallet" +the_vault ::= "the vault" +the_keep ::= "the keep" +the_hideout ::= "the hideout" +platos_cave ::= "plato's cave" +garden_of_eden ::= "the garden of eden" +the_river_styx ::= "the river styx" +the_restaurant_at_the_end_of_the_universe ::= "the restaurant at the end of the universe" +``` +This grammar defines a prompt as "Imagine a type\_name in place", where type\_name is one of several possible types, and place is one of several possible locations. The `type_name` non-terminal can take on several values (e.g., "weapon" or "spell"), and the `place` non-terminal can also take on several values (e.g., "the country" or "the city"). + +To generate a prompt, you would start with the "prompt" non-terminal and expand it according to the rules of the grammar until all non-terminals are replaced with terminals. For example, you could generate the following prompt by expanding the non-terminals as follows: +```less +prompt => Imagine a spell in the garden of eden; +type_name => spell +place => the garden of eden +``` +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_331.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_331.txt new file mode 100644 index 0000000..113ff4d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_331.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= + + + ::= with a [ connected with ] + + ::= "to" | "from" + + ::= "explore" | "traverse" | "search" + + ::= "room" | "corridor" | "chamber" | "passage" + + ::= "entrance" | "exit" | + + ::= [a-zA-Z_][a-zA-Z0-9_]* +``` +This grammar allows for the generation of a sequence of path segments, each consisting of a starting place, a connection type (to or from), an ending place, a verb describing the action being taken (explore, traverse, or search), and two type names for objects that will be encountered along the way. The optional `connected with` clause allows for additional places to be specified, which can help to create a more complex and interesting dungeon layout. + +Here is an example of a prompt generated using this grammar: +```vbnet +From the entrance explore a room with a treasure chest, then traverse a corridor with a secret door connected with a hidden chamber where you search for a magic item. +``` +This prompt instructs the language model to generate descriptions for a sequence of actions that lead from the entrance of the dungeon to a hidden chamber, describing the types of objects and challenges that the player will encounter along the way. The language model can use its knowledge of fantasy role-playing games and the specified type names (room, treasure chest, corridor, secret door, hidden chamber, magic item) to generate creative and engaging descriptions for each element of the path. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_332.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_332.txt new file mode 100644 index 0000000..aeb32d7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_332.txt @@ -0,0 +1,193 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine a path from the entrance to the end of the dungeon, with the following context: " + + ::= + ( "with a" ) + & ("doing" ) + & ("in" ) + & ("connected to" ) + & ["by" ] + & ["with" ] + ::= "room" | "corridor" | "chamber" | "passageway" | "gallery" + ::= + | "secret" | "hidden" | "trapped" + ::= "guarding" | "blocking" | "protecting" | "concealing" | "revealing" + ::= "the entrance" | "an antechamber" | "a foyer" | "a hallway" | + ::= "a treasure room" | "a sleeping chamber" | "a library" | "a laboratory" | "a prison cell" + ::= "a locked door" | "a hidden passage" | "a rickety bridge" | "a steep staircase" | "an underground river" + ::= + ("monster" | "trap" | "puzzle" | "riddle") + ::= "dark" | "damp" | "cold" | "musty" | "cramped" | "spacious" | "labyrinthine" | "opulent" | "guarded" | "trapped" +``` +This grammar allows for the generation of prompts that specify a type of room, its attributes, a verb indicating what occurs in that room, the place where it is located, and how it connects to the next place. The grammar also includes optional elements such as connection features and descriptions, which can be used to add more detail and complexity to the generated prompts. + +This grammar could then be used in a program like the one you provided, with some modifications to incorporate the new grammar rules. For example, the `prompt` function could be updated to use the new `` non-terminal: +```scss +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game, and we need you to imagine a path from the entrance to the end of the dungeon, with the following context: " + & + & "\n\n" + & "Please generate a text description of this path in detail, using the provided context as a guide. The description should be no more than 500 words and should include details about the layout, appearance, and any notable features or obstacles along the way.\n\n" + & "Context:\n\n" + & + & "\n\n" + & "Please generate a Markdown table summarizing the path, with columns for Room Name, Description, Type, Attributes, Verb, and Place. Here is an example of what the output should look like:\n\n" + & "| Room Name | Description | Type | Attributes | Verb | Place |\n" + & "|---|---|---|---|---|---|\n" + & "| Entrance Hall | A dimly lit, narrow passageway that leads deeper into the dungeon. | Corridor | Dark, cramped | Leading | The entrance |\n" + & "\n\n" + & "Table:\n\n" + & "" +``` +And the `do_apply_list` function could be updated to use the new grammar rules: +```scss +let do_apply_list run_cmd make_args grammar rules = + List.iter (fun rule -> + let args = make_args rule in + run_cmd args + ) (List.permute grammar rules) +``` +With these modifications, you could generate prompts that follow the structure of this grammar and provide more detailed and varied descriptions of the dungeon path. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_333.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_333.txt new file mode 100644 index 0000000..c593039 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_333.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon := path+ +path := room connection* room +room := type_name 'in' place +connection := path_type 'connects' path +path_type := 'shortcut' | 'tunnel' | 'stairs' | 'hallway' +type_name := ('weapon' | 'spell' | 'artifact' | 'magic item' | 'treasure' | 'monster' | 'quest' | 'challenge' | 'theme' | 'drama' | 'music' | 'art' | 'secret' | 'occult' | 'reveal' | 'hero journey') +place := ('the country' | 'the region' | 'the city' | 'the street' | 'the house' | 'the building' | 'the dungeon' | 'the labyrinth' | 'the cave' | 'the swamp' | 'the room' | 'the hallway' | 'the chest' | 'the bag' | 'the wallet' | 'the vault' | 'the keep' | 'the hideout' | 'plato''s cave' | 'garden of eden' | 'the river styx' | 'the restaurant at the end of the universe') +``` +This grammar defines a dungeon as one or more paths, where each path consists of one or more rooms connected by one or more connections. A room is defined by its type name and place, and a connection is defined by the type of path that connects two paths. + +For example, using this grammar, you could generate a prompt like: +```vbnet +dungeon := spell_in_the_country shortcut connects weapon_in_the_city stairs connects artifact_in_the_castle hallway connects treasure_in_the_labyrinth shortcut connects monster_in_the_cave tunnel connects quest_in_the_swamp +``` +This prompt would generate a dungeon with a spell room in the country, connected by a shortcut to a weapon room in the city, which is connected by stairs to an artifact room in the castle, which is connected by a hallway to a treasure room in the labyrinth, which is connected by a shortcut to a monster room in the cave, which is connected by a tunnel to a quest room in the swamp. + +Note that this grammar is just an example and can be adjusted or expanded as needed to fit your specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_334.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_334.txt new file mode 100644 index 0000000..31c0a8e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_334.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a path through the dungeon from the entrance to the end, with" "." + + ::= + ( | "and then" )* + + ::= + "a" "that leads from" "to" "," + ( "with a" ", or" | "; or" ) + + ::= "corridor" | "tunnel" | "passageway" | "staircase" | "elevator" | "teleporter" + + ::= + + ::= + ( "the" |
) + + ::= + | | + + ::= + + ::= + "trap" | "puzzle" | "monster" | "treasure" | "secret door" + +
::= "a" | "an" | "the" +``` +This grammar allows for the generation of prompts that describe a path through the dungeon from the entrance to the end, with each segment of the path being a specific type of path (corridor, tunnel, etc.) leading from one location to another. Each segment can optionally include a feature such as a trap or treasure. + +You can use this grammar to generate prompts for creating different parts of the dungeon by specifying different production rules. For example, you could use the `` production rule to generate prompts for creating individual rooms in the dungeon. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_335.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_335.txt new file mode 100644 index 0000000..2c106e3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_335.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```sql +path ::= entrance room* exit +entrance ::= "the entrance" +room ::= "a room with a " type_name +type_name ::= "weapon" | "spell" | "artifacts" | ... +exit ::= "the exit" +``` +This grammar defines a `path` as starting at the `entrance`, followed by zero or more `room`s, and ending at the `exit`. A `room` is defined as "a room with a" followed by a `type_name`, which can be any of the terms in the type\_terms list. + +This grammar could be used to generate prompts like: + +* The path starts at the entrance, then goes through a room with a weapon, then a room with a spell, and finally reaches the exit. +* The path starts at the entrance, then goes through a room with an artifact, then a room with treasure, and finally reaches the exit. +* etc... + +You can extend this grammar by adding new rules to describe different elements of the dungeon, for example: +```sql +path ::= entrance room* exit +entrance ::= "the entrance" +room ::= "a room with a " type_name +type_name ::= "weapon" | "spell" | "artifacts" | ... +monster ::= "a monster" +exit ::= "the exit" +path ::= path (room | monster)* exit +``` +This way you can generate prompts for different combinations of elements, like: + +* The path starts at the entrance, then goes through a room with a weapon, a monster, a room with treasure and finally reaches the exit. +* etc... + +You could also include other variables such as verb, place or top\_terms to make your prompts more diverse. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_336.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_336.txt new file mode 100644 index 0000000..b2aad5f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_336.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + + ::= "the" + + ::= "north" | "south" | "east" | "west" + + ::= + + ::= "dark" | "creepy" | "dangerous" | ... + + ::= "corridor" | "chamber" | "cavern" | ... +``` +This grammar defines a `path` as a series of connected `room`s. Each `room` is described by an `adjective` and a `noun`, such as "the dark corridor" or "the creepy chamber". The path can continue in one of four directions (north, south, east, or west) to the next `room`. + +This grammar could be used to generate prompts by randomly selecting elements from each non-terminal in the grammar. For example, a prompt generated from this grammar might look like: +```vbnet +"Imagine the dark corridor to the north of the creepy chamber. What is your response?" +``` +This prompt could then be used as input to a language model or other text generation system to produce a description of the next room in the dungeon. By generating multiple prompts and combining the resulting descriptions, it is possible to build up a detailed and coherent representation of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_337.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_337.txt new file mode 100644 index 0000000..fc8c394 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_337.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room* exit +entrance ::= "the entrance" | "the starting point" +room ::= "a room" | "an area" | "a chamber" +exit ::= "the exit" | "the goal" | "the treasure room" + +This grammar describes a path as consisting of an entrance, followed by zero or more rooms, and ending with an exit. The entrance, rooms, and exit can be specified using any of the given alternatives. For example, a valid path might be "the entrance, a room, another room, and the treasure room". + +This grammar can be extended to include other elements of the dungeon, such as monsters, treasures, and quests, by adding new non-terminals and rules. For example, here is an extension that includes monsters: + +path ::= entrance monster* room* exit +monster ::= "a monster" | "an enemy" | "a boss" + +With this extension, a valid path might be "the entrance, a monster, a room, and the treasure room". + +This grammar can also be used to generate prompts for other aspects of the dungeon, such as weapons, spells, artifacts, and music. For example: + +weapon ::= "a weapon" | "a tool" | "an instrument" +spell ::= "a spell" | "a charm" | "an enchantment" +artifact ::= "an artifact" | "a relic" | "a treasure" +music ::= "the music" | "the soundtrack" | "the background music" + +These non-terminals can be used in combination with the path non-terminal to generate prompts for creating a variety of elements of the dungeon. For example: + +prompt ::= "Generate " (path | weapon | spell | artifact | music) " for the dungeon." + +This prompt can be instantiated as "Generate a path for the dungeon", "Generate a weapon for the dungeon", "Generate a spell for the dungeon", etc. + +Overall, this grammar provides a flexible and extensible framework for generating prompts for creating a variety of elements of a fantasy role-playing game dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_338.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_338.txt new file mode 100644 index 0000000..3ae6917 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_338.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= (room | corridor | intersection)+ + +room ::= "Enter room" ":" description + +corridor ::= "Walk down the" direction "corridor" + +intersection ::= "Arrive at an" intersection\_type + +direction ::= "north" | "south" | "east" | "west" + +intersection\_type ::= "T-junction" | "4-way intersection" | "dead end" + +description ::= text + +text ::= (word | punctuation)+ + +word ::= [a-zA-Z]+ + +punctuation ::= [.,!?] + +This grammar describes a path as a sequence of rooms, corridors, and intersections. Rooms are described by a textual description, while corridors and intersections are represented by simple phrases. The direction attribute in the corridor rule can be used to specify the direction of the corridor (north, south, east, or west). The intersection\_type attribute in the intersection rule can be used to specify the type of intersection (T-junction, 4-way intersection, or dead end). + +To generate a prompt from this grammar, you would first need to instantiate the non-terminal symbols (e.g., room, corridor, and intersection) with specific values. For example, you might instantiate the room non-terminal as follows: + +room ::= "Enter room" ":" "A dimly lit room with a single door in the north wall." + +You would then repeat this process for each of the other non-terminal symbols, using your knowledge of the dungeon and its layout to guide your choices. Once you have instantiated all of the non-terminal symbols, you can concatenate them together to form a complete prompt. For example: + +path ::= "Enter room:" "A dimly lit room with a single door in the north wall." "Walk down the north corridor." "T-junction:" "Arrive at an T-junction." "Walk down the east corridor." "4-way intersection:" "Arrive at a 4-way intersection." + +This prompt can then be used as input to your dungeon generator, which will use it to create a path through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_339.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_339.txt new file mode 100644 index 0000000..f61dfba --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_339.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= | | | + ::= "Starting at the entrance, " * "and arriving at the end." + ::= "Take a left turn and go down the hallway. " + | "Take a right turn and enter the room. " + | "Go up the stairs to the next level. " + | + ::= "Exiting the room, you see a door leading to " . + ::= " in the " "." + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "A " ", named " ", appears!" + ::= "You find a " " called " "." + ::= "weapon" | "spell" | "artifacts" | "magic items" + ::= + + ::= "the country" | "the region" | "the city" | "the street" | + "the house" | "the building" | "the dungeon" | "the labyrinth" | + "the cave" | "the swamp" | "the room" | "the hallway" | + "the chest" | "the bag" | "the wallet" | "the vault" | + "the keep" | "the hideout" | "platos cave" | "garden of eden" | + "the river styx" | "the restaurant at the end of the universe" + ::= [a-zA-Z]+ +``` +This grammar allows for generating prompts for creating a dungeon by specifying different elements such as paths, rooms, monsters, and treasure. The `` nonterminal describes a sequence of path segments that lead from the entrance to the end of the dungeon. Each segment can be a simple direction (left, right, up) or a connection to another room. The `` nonterminal allows for specifying a verb and a place where the action takes place. The `` and `` nonterminals describe the appearance of a monster or treasure in the dungeon. + +This grammar can be used to generate a wide variety of prompts, allowing for creativity and flexibility in creating the dungeon. The `` nonterminal allows for choosing different actions, such as imagining, considering, drawing, painting, composing, or balancing. The `` nonterminal allows for specifying different locations in the dungeon, while the `` and `` nonterminals allow for describing different types of monsters, treasure, and other elements in the dungeon. + +The grammar can be easily extended to include additional elements or variations on existing elements, allowing for even more flexibility and creativity in generating prompts. The `` nonterminal, for example, could be expanded to include more complex directions or actions. The `` nonterminal could be expanded to include more detailed descriptions of the room, such as its size, shape, or contents. The `` and `` nonterminals could be expanded to include additional attributes, such as their strength, value, or rarity. + +In summary, this EBNF grammar provides a flexible and extensible framework for generating prompts for creating a dungeon. By specifying different elements such as paths, rooms, monsters, and treasure, the grammar allows for creativity and flexibility in designing and describing the dungeon. The grammar can be easily extended to include additional elements or variations, allowing for even more possibilities in generating prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_34.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_34.txt new file mode 100644 index 0000000..5b932f8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_34.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +Entrance ::= "the entrance of the dungeon" | "the beginning of the path" | "the start of the journey" +Path ::= Entrance " leads to " Next +Next ::= Room | Corridor | Branch +Room ::= "a room with a monster to fight" | "a room filled with treasure" | "a room with a puzzle to solve" +Corridor ::= "a long and winding corridor" | "a narrow and dark passageway" | "a straight and empty hallway" +Branch ::= Path | Path " or " Path +End ::= "the end of the path" | "the final destination" | "the goal of the journey" + +This grammar generates paths through a dungeon, starting at the entrance and ending at the end. Each path goes through one room, corridor, or branch before reaching the next part of the path. Rooms contain monsters to fight, treasure to collect, or puzzles to solve. Corridors are simply empty spaces that connect rooms. Branches allow for multiple paths to be taken, leading to different rooms and corridors. The end signifies the final destination of the dungeon. + +Here is an example of a prompt generated using this grammar: + +The entrance of the dungeon leads to a room filled with treasure. The room filled with treasure leads to a long and winding corridor. The long and winding corridor leads to a room with a monster to fight or a room with a puzzle to solve. The room with a monster to fight leads to the final destination. + +This prompt can be used to generate a specific path through the dungeon, starting at the entrance and ending at the final destination. By using this grammar to generate prompts, we can create a variety of different paths through the dungeon, each with its own unique challenges and rewards. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_340.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_340.txt new file mode 100644 index 0000000..fab5b6e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_340.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= entrance room* exit +entrance ::= "the entrance of the dungeon" +room ::= "a room connected with " room | treasure_room | monster\_room +treasure\_room ::= "a room containing treasure" +monster\_room ::= "a room inhabited by a monster" +exit ::= "the exit of the dungeon" + +This grammar defines a dungeon as an entrance, followed by zero or more rooms, and ending with an exit. An entrance is always defined as "the entrance of the dungeon". A room can be either another room connected to it, a room containing treasure, or a room inhabited by a monster. The exit is always defined as "the exit of the dungeon". + +You can use this grammar to generate prompts for creating each part of the dungeon by replacing the non-terminal symbols with specific instances of that element. For example, you could generate a prompt for a room containing treasure by replacing "room" in the grammar with "treasure\_room". This would give you the following prompt: + +dungeon ::= entrance room* exit +entrance ::= "the entrance of the dungeon" +room ::= treasure\_room | room +treasure\_room ::= "a room containing treasure" +monster\_room ::= "a room inhabited by a monster" +exit ::= "the exit of the dungeon" + +You can then use this prompt to generate descriptions for an artist to design a comic book panel, or to create variations of the prompt using different verbs and type names. This allows you to easily generate a wide variety of prompts for creating different parts of the dungeon, while still maintaining a consistent structure and style. + +You can extend this grammar by adding new non-terminal symbols and rules to it. For example, you could add a "monster" symbol to represent a specific type of monster, such as a dragon or a goblin. You could then use this symbol in the "monster\_room" rule to generate prompts for creating rooms inhabited by different types of monsters. This allows you to create more detailed and varied descriptions of the dungeon, while still using a consistent grammar to generate the prompts. + +Overall, an EBNF grammar is a powerful tool for generating prompts for creating a dungeon in a fantasy role-playing game. By defining the structure and elements of the dungeon using non-terminal symbols and rules, you can easily generate a wide variety of prompts that are consistent with each other and with the overall style of the game. This allows you to create a more immersive and engaging experience for players, while also making it easier to manage and maintain the content of the game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_341.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_341.txt new file mode 100644 index 0000000..869721a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_341.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon_prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_modifier ::= "small" | "medium" | "large" | "ancient" | "powerful" | "dangerous" +type_quality ::= "rusted" | "shiny" | "magical" | "mysterious" +type_color ::= "red" | "green" | "blue" | "yellow" | "black" | "white" +verb ::= "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +path_segment ::= dungeon_prompt type_name (type_modifier | type_quality | type_color) verb place +path ::= path_segment ("and then take a left into " | "and then turn right into " | "and then proceed through ")* "the final chamber" +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at the final chamber. Each segment of the path is described using a combination of a prompt, a type name, and a place. The type name can be modified with a modifier (such as "small" or "powerful"), a quality (such as "rusted" or "shiny"), or a color. The verb used to describe the action taken at each segment is also specified. + +For example, using this grammar, you could generate a prompt like: +```vbnet +Imagine designing a large and powerful monster with sharp teeth and glowing eyes that roars loudly as you enter the dark and damp cave connected with a maze of twisting tunnels. And then take a left into a small chest containing a shiny gold coin that grants wishes when thrown into a magical fountain. And then proceed through a final chamber filled with ancient artifacts and powerful spells. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_342.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_342.txt new file mode 100644 index 0000000..ed85dcb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_342.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +prompt ::= "Imagine" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:" + | "Consider" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:" + | "Draw" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:" + | "Paint" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:" + | "Compose" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:" + | "Balance" type_name "path through the dungeon starting at the entrance and going all the way to the end, with:"; + +type_name ::= "a" ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey"); + +place ::= ("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe"); +``` +This grammar allows for the generation of prompts that ask the user to imagine, consider, draw, paint, compose or balance a specific type of object (weapon, spell, etc.) as a path through a dungeon. The type name is followed by a place where this object can be found. This grammar could be extended to include other elements in the dungeon such as rooms, enemies, traps and treasures. + +It's important to notice that this grammar is just an example, it might not cover all the possible variations of prompts you want to generate, it will depend on how specific or general you want your prompts to be. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_343.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_343.txt new file mode 100644 index 0000000..c6e8da8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_343.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "path" "from" place1 "to" place2 +type_name -> "dungeon" | "corridor" | "room" | "challenge" | "treasure" +place1 -> (place\_part | "entrance") +place2 -> (place\_part | "exit") +place\_part -> "the" (noun | direction) ("of" noun | "connected to" noun)? +noun -> "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" +direction -> "north" | "south" | "east" | "west" +``` +This grammar allows for generating prompts that describe a specific type of element (e.g. dungeon, corridor, room) in the path from one place to another. The places can be any location within the dungeon, including the entrance and exit. The grammar also allows for specifying directional relationships between the places, such as "north" or "east". + +For example, a prompt generated using this grammar might look like: + +*Imagine a dungeon path from the country of swamps connected to a treasure room* +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_344.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_344.txt new file mode 100644 index 0000000..ec5656e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_344.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a dungeon: +```makefile + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= " with a " + ::= | " doing " + ::= " connected with " + ::= [] [] [] + ::= | " " +``` +This grammar allows you to generate prompts by specifying any combination of a type name, verb, and place. You can also specify a type with a type term (e.g. "weapon with a long range"), a verb with a top-level action (e.g. "create doing design"), or a place connected with another place (e.g. "the cave connected with the labyrinth"). The generated prompt will consist of the specified parameters in any order, separated by spaces. + +For example, using this grammar, you could generate prompts such as: + +* Imagine weapon doing role-play +* Consider magic items with a rare power connected with the dungeon +* Draw art connected with the vault +* Balance program create + +You can customize this grammar to fit your specific needs by adding or removing non-terminals, changing the allowed values for terminals, and adjusting the production rules. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_345.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_345.txt new file mode 100644 index 0000000..58b17e5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_345.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "analyse" | "lift" | "shift" | "splice" + ::= "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote" + ::= "" | "-ing" + ::= + ::= "the" | "a" | "an" | "this" | "that" | "these" | "those" + ::= "country" | "region" | "city" | "street" | "house" | "building" + | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" + | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" + | "Platos cave" | "Garden of Eden" | "River Styx" + ::= "" | "s" + ::= * + ::= "Entrance" + ::= + ::= | ("go" | "traverse" | "move through") + ::= | ("corridor" | "passage" | "tunnel") + ::= "Exit" +``` +This grammar includes rules for generating a variety of different types of verbs and places, as well as rules for combining them into path segments that make up the overall dungeon path. The grammar can be used to generate prompts by selecting appropriate combinations of elements from the various rules, and then concatenating them together with the necessary connecting words (such as "to" or "connected with") to form a complete prompt. + +For example, here is one possible prompt that could be generated using this grammar: + +Imagine role-playing as an adventurer traversing a swamp connected with a chest to find a treasure within the entrance of the dungeon. + +This prompt uses the `` rule "role-play" and the `` rule "traverse", along with the `` rules "swamp" and "chest" to form a path segment. The `` rule is used to specify the starting point of the dungeon, and the final `` rule is used to combine all of these elements into a complete prompt. + +This grammar can be extended or modified to suit your specific needs, such as adding more rules for different types of verbs, places, or path segments. By using this grammar as the basis for generating prompts, you can create a wide variety of different scenarios and challenges for players to explore in your dungeon simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_346.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_346.txt new file mode 100644 index 0000000..818e815 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_346.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```sql + ::= { } + + ::= "entrance" | "treasure room" | "boss room" | ... + + ::= "north" | "south" | "east" | "west" +``` +This grammar defines a `path` as starting at the `entrance`, followed by zero or more instances of a direction and a new `room`. The `room` non-terminal can be expanded to any specific room names you want to include in your dungeon, such as "treasure room" or "boss room". The `direction` non-terminal can be expanded to any of the four cardinal directions. + +You could then use this grammar to generate a variety of different paths through your dungeon by randomly expanding the non-terminals in different ways. For example, you might expand `room` as "treasure room" half the time and "boss room" the other half of the time. You might also randomly decide which direction to go when leaving each room. + +Here is an example of how this grammar could be used to generate a path: +```vbnet +path = entrance north treasure room east boss room + +room = entrance +direction = north +room = treasure room +direction = east +room = boss room +``` +This would produce the following path: `entrance -> north -> treasure room -> east -> boss room`. You could then repeat this process to generate many different paths through your dungeon. + +Of course, this is just one possible way you could design a grammar for generating paths through a dungeon. There are many other ways you could do it depending on the specific needs of your project. The important thing is to choose a grammar that is flexible enough to generate the variety of paths you need, but not so complex that it becomes difficult to understand or use. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_347.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_347.txt new file mode 100644 index 0000000..8993437 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_347.txt @@ -0,0 +1,200 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```rust +dungeon = {room | hallway}* + +room = "Enter a room with " type_name ", which is " description " and contains " treasure_list "." + ; + +hallway = "Walk down the " description " hallway, passing by " monster_list " until you reach the next " decision "." + ; + +type_name = "a " {adjective}* weapon | spell | artifact | magic_item | treasure + | monster | quest | challenge | theme | drama | music | art | secret + | occult | reveal | hero_journey + ; + +description = {"The " | "This "} {adjective}+ room | hallway + +treasure_list = {} | {treasure ","}* + +treasure = "a " {adjective}* treasure_type + | artifact | magic_item | occult_object + ; + +monster_list = {} | {monster ","}* + +monster = "a " {adjective}* monster_type + | boss + ; + +decision = "Do you want to go " direction " or " other_direction "?" + | "You reach a fork in the road, do you want to go " direction " or " other_direction "?" + ; + +direction = "left" | "right" | "straight" | "forward" + | "backward" | "up" | "down" + ; + +other_direction = {opposite direction} + | "through the door on your " direction + ; + +opposite = function | "left" -> "right" | "right" -> "left" | _ -> "" + +type_terms = ["weapon", "spell", "artifacts", "magic items", "treasure", + "monster", "quest", "challenge", "theme", "drama", "music", + "art", "secrets", "occult", "reveal", "hero journey"] + ; +``` +This grammar defines a dungeon as a sequence of rooms and hallways. Each room has a type, a description, and a list of treasures. Each hallway also has a description and lists of monsters that the player may encounter along the way. The player is periodically given choices to make about which direction to go, and the grammar includes rules for generating these decisions as well. + +The `type_name` nonterminal can be used to generate different types of items or encounters in the dungeon, such as weapons, spells, artifacts, monsters, quests, etc. The `description` nonterminal is used to provide some detail about each room or hallway. The `treasure_list` and `monster_list` nonterminals are used to generate lists of treasures or monsters in a given room or hallway. + +This grammar could be used to generate prompts for creating the dungeon by recursively expanding the nonterminals until all that remains are terminals, which can then be used to construct a prompt. For example, an expanded version of the `dungeon` nonterminal might look something like this: +```rust +Enter a room with a steel sword, which is dark and damp and contains a potion of healing, a bag of gold coins, and a magic scroll. Walk down the narrow hallway, passing by a goblin and a skeleton until you reach the next fork in the road. Do you want to go left or right? +``` +This prompt could then be used as input to a program that creates the actual dungeon, using the information provided in the prompt to guide the creation process. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_348.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_348.txt new file mode 100644 index 0000000..e43e215 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_348.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= + + ::= | | | + ::= "the room" | "the treasure room" | "the monster room" | ... + ::= "the hallway" | "the winding hallway" | "the long hallway" | ... + ::= "the entrance" | "the dungeon entrance" | "the main entrance" | ... + ::= "the exit" | "the secret exit" | "the boss room" | ... +``` +This grammar allows for the generation of paths through a dungeon by combining different types of path segments, such as rooms and hallways. Each type of path segment can be further specialized with different variations to create more diverse prompts. For example, the `` non-terminal could have variations like "the treasure room" or "the monster room", while the `` non-terminal could have variations like "the winding hallway" or "the long hallway". + +This grammar can be easily expanded to include other elements of a dungeon, such as traps, puzzles, and NPCs. For example, a new non-terminal `` could be added with variations like "the pit trap" or "the dart trap", while a new non-terminal `` could be added with variations like "the riddle puzzle" or "the maze puzzle". These new non-terminals can then be combined with the existing ones to create more complex prompts for creating a dungeon. + +It is important to note that this grammar is just an example, and it can be adjusted to fit the specific needs of your project. The key idea is to use a grammar-based approach to generate prompts that are diverse, flexible, and adaptable to different contexts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_349.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_349.txt new file mode 100644 index 0000000..db7c4f1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_349.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a path through a dungeon: +```less + ::= * + + ::= | + + ::= "north" | "south" | "east" | "west" + + ::= | "a few steps" | "several paces" | "many strides" + + ::= + + ::= "dark" | "dimly lit" | "well lit" | "twisting" | "turning" | "straight" + + ::= "corridor" | "passageway" | "tunnel" | "hallway" + + ::= "leads to" + + ::= "the entrance" | "a treasure room" | "a boss chamber" | "an exit" +``` +This grammar allows for generating prompts that describe a path through the dungeon, with each segment of the path being either a direction and distance or a descriptive phrase. The path ends at a specific destination. You can extend this grammar to include other elements of the dungeon, such as rooms, monsters, treasures, and quests. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_35.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_35.txt new file mode 100644 index 0000000..7bbf952 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_35.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | "to" + ::= + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "doing" + ::= "in the" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" + ::= | "-ly" + ::= | "connected with" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" +``` +This grammar allows for generating prompts that describe a path through a dungeon, starting from the entrance and going all the way to the end. Each room in the path is described by its type, a creative action or instruction related to it, an adjective to modify the action or instruction, and a location where it can be found. The location can be a single place, or multiple places connected with each other. + +In this grammar I have used some non-terminal symbols that are not defined in the code snippet you provided but they could be easily added, for example `top_terms` is list of terms that can be used as adjectives to modify a verb. Also, the grammar can be extended with other elements like NPCs, treasures, traps and so on. + +Please let me know if you have any questions or need more clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_350.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_350.txt new file mode 100644 index 0000000..1c15c2d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_350.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "Enter" "the" place +"and" "find" "yourself" "in" "a" "long" "hallway" +"with" type\_name "on" "either" "side" +"." + +type\_name ::= weapon | spell | artifact | magic\_item | treasure | monster + +weapon ::= "Sword" | "Bow" | "Axe" | "Mace" | "Staff" | "Dagger" + +spell ::= "Fireball" | "Lightning Bolt" | "Cure Wounds" | "Detect Magic" + +artifact ::= "Holy Grail" | "Lost Diadem" | "Golden Fleece" | "Elder Scrolls" + +magic\_item ::= "Amulet of Life Preservation" | "Ring of Invisibility" | "Cloak of Protection" | "Boots of Levitation" + +treasure ::= "Pile of Gold Coins" | "Chest of Gems" | "Bag of Dusty Scrolls" + +monster ::= "Goblin" | "Orc" | "Troll" | "Dragon" + +place ::= "Entrance" | "Hallway" | "Chamber" | "Cave" | "Treasure Room" + +This grammar defines a path as one or more path segments, where each segment is defined as entering a place and finding oneself in a long hallway with some type of object on either side. The type of object can be any of the listed types (weapon, spell, artifact, magic item, treasure, or monster), which are themselves defined by a simple name. Finally, the place where the path segment starts is one of several possible places (entrance, hallway, chamber, cave, or treasure room). + +Note that this grammar is just an example, and could be modified or extended to suit the needs of your specific application. It also does not include all the elements you mentioned in your prompt, but it should give you a good starting point for generating prompts for creating a dungeon path. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_351.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_351.txt new file mode 100644 index 0000000..8f6f73a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_351.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss + ::= "Imagine a path through the dungeon from the entrance to the end, with the following context: " + + + ::= + ( | )* + + ::= "Direction: " "; " + "Room Type: " "; " + "Description: " ";" + + ::= "Room: " "; " + "Description: " ";" + + ::= "north" | "south" | "east" | "west" + ::= "normal" | "boss" | "secret" + ::= "Entrance" | "Treasure Room" | "Boss Room" | "Secret Room" | + ::= + ::= ( | )* + ::= * + ::= + "." + ::= ( | | "-" )* + ::= [a-zA-Z] + ::= [0-9] +``` +This grammar allows for generating prompts that describe a path through the dungeon, with context provided for each direction and room along the path. The `` nonterminal can be one of "north", "south", "east", or "west". The `` nonterminal can be one of "normal", "boss", or "secret". The `` nonterminal can be one of a set of predefined room names, such as "Entrance" or "Treasure Room", or an identifier generated from the `` nonterminal. The `` nonterminal is made up of one or more sentences, each of which consists of one or more words separated by spaces and ending in a period. + +Note that this grammar can be easily extended to include other elements of a dungeon, such as monsters, treasures, and quests, by adding new nonterminals and rules. The grammar can also be modified to generate prompts for different types of text, such as descriptions for an artist or a comic book panel, by changing the `` nonterminal. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_352.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_352.txt new file mode 100644 index 0000000..17ce388 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_352.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +path ::= place ("," place)* +prompt ::= dungeon-prompt type-name path +``` +This grammar allows for a variety of prompts to be generated, depending on the desired outcome. For example, the following prompt would be valid according to this grammar: +```less +"Compose a hero journey through the country, the city connected with the street, and the house connected with the hallway." +``` +This prompt instructs the user to imagine a path through a hero journey, starting at the country and ending at the hallway of a house. The user is also informed that they will pass through a city and a street along the way. By using this grammar, we can generate many different prompts for creating various elements of a dungeon, allowing us to simulate its execution in our imagination. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_353.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_353.txt new file mode 100644 index 0000000..e91ce8c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_353.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine" "a path through the dungeon from the entrance to the end" + + ::= { } + + ::= "You are in a" "." + + ::= "As you move through the" ", you come to" + + ::= "typical" | "unique" | "magical" | "mysterious" + + ::= { "," } "." + + ::= | | | | + + ::= "narrow" | "twisting" | "winding" | "dark" + + ::= { "," } "." + + ::= | | | | +``` +This grammar defines a prompt as "Imagine a path through the dungeon from the entrance to the end" followed by a description of that path. The path is made up of a series of rooms, connected by corridors. Each room and corridor has a type (e.g. "typical", "unique", "dark") and various features (e.g. size, shape, lighting, color, temperature). + +The grammar can be used to generate prompts by expanding the non-terminals into specific descriptions. For example, here is a possible expansion of the `` non-terminal: +```makefile +Imagine a path through the dungeon from the entrance to the end. +You are in a typical circular room with high ceilings and a red marble floor. The walls are lined with ancient carvings, and there is a large throne in the center of the room. As you move through the narrow, twisting corridor with rough stone walls and dim lighting, you come to a unique, triangular room with a glass ceiling. The room is filled with exotic plants, and there is a bubbling fountain in the corner. +``` +This prompt can be used to create a section of the dungeon, with the specified rooms and corridors. By generating multiple prompts using this grammar, it is possible to create an entire dungeon with a variety of rooms and corridors. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_354.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_354.txt new file mode 100644 index 0000000..c8088da --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_354.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room* exit +entrance ::= "the entrance" | "the starting point" +room ::= "a room with" type\_name | "a room connected to" place +type\_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +exit ::= "the exit" | "the goal" | "the treasure room" + +For example, using this grammar a possible path through a dungeon could be: + +path -> entrance -> room -> room -> room -> exit +entrance -> "the starting point" +room -> "a room connected to the city" +room -> "a room with a weapon" +room -> "the treasure room" +exit -> "the goal" + +The grammar can be extended to add more complexity, such as adding different types of rooms, exits, and paths. Additionally, it could include elements such as characters, puzzles, traps, and treasures. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_355.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_355.txt new file mode 100644 index 0000000..b1aa767 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_355.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "a room" | "a hallway" | "a chest" | "a bag" | "a wallet" | "a vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= " a " " with a " + ::= | | + ::= "monster" | "boss monster" + ::= "weapon" | "spell" | "artifact" | "magic item" + ::= "treasure" | "loot" + ::= ("," )* ";" + ::= + +``` +In this grammar, `` represents a word or phrase that encourages the user to imagine or consider something. `` represents different types of rooms or areas in the dungeon, such as a hallway or a chest. `` is used to describe a specific room, and includes a ``, a ``, and a ``. A `` can be a monster, magic item, or treasure. + +A `` represents a single segment of the dungeon path, which consists of one or more `` separated by commas. The `` is made up of one or more `` separated by semicolons. + +Here's an example of a prompt that could be generated using this grammar: +```less +Imagine a room with a monster and treasure, a hallway with a boss monster, a chest with a magic item; Draw a room with a spell and loot, a bag with a weapon, a wallet with artifact. +``` +This prompt describes two segments of the dungeon path: the first segment includes a room with a monster and treasure, followed by a hallway with a boss monster, and then a chest with a magic item. The second segment includes a room with a spell and loot, followed by a bag with a weapon, and then a wallet with an artifact. + +This grammar can be further extended to include other elements such as traps, puzzles, NPCs, etc. Also this grammar is just one of the possible grammars that could be used to generate prompts for creating a dungeon, depending on the desired level of detail and complexity. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_36.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_36.txt new file mode 100644 index 0000000..aea765c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_36.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +Path ::= Entrance Room+ Exit + +Entrance ::= "the entrance" + +Exit ::= "the exit" + +Room ::= RoomName RoomType RoomFeatures + +RoomName ::= "room" | "chamber" | "hallway" | "corridor" | "passage" | "cavern" + +RoomType ::= "of" TypeTerm + +TypeTerm ::= "monsters" | "treasure" | "puzzles" | "traps" | "secrets" + +RoomFeatures ::= "with" Feature+ + +Feature ::= "a" FeatureTerm | "containing" FeatureTerm + +FeatureTerm ::= "monster" | "trap" | "secret door" | "puzzle" | "treasure" + +Example prompt: Generate a variant array of 3 paths through the dungeon, each path starting at the entrance and leading to the exit. Each path must go through at least one room with monsters, one room with treasure, and one room with secrets. The first path should start by going through a hallway with a monster, then a room with a trap and containing a secret door, followed by a chamber of puzzles, and finally a room with a secret door leading to the exit. + +This EBNF grammar can be used to generate prompts for creating a path through a dungeon by defining the structure of a path as consisting of an entrance, one or more rooms, and an exit. Each room is defined by its name, type, and features, which are determined by the terms and features in the grammar. The example prompt demonstrates how this grammar can be used to generate prompts for creating paths through the dungeon with specific requirements, such as going through certain types of rooms or containing specific features. + +It's important to note that this is just an example and you could add more elements to it and make it more complex if needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_37.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_37.txt new file mode 100644 index 0000000..f311bd0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_37.txt @@ -0,0 +1,188 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon := {room} end + +room := entrance | corridor | chamber | treasure\_room | boss\_room + +entrance := "The entrance to the dungeon is a [description]." + +corridor := "A long, winding corridor leads you deeper into the dungeon. The walls are made of [material], and the floor is [surface]. There are [number] [door\_type] along the way, leading to unknown destinations." + +chamber := "You enter a small chamber. The walls are decorated with [decoration], and the floor is covered in [floor\_covering]. In the center of the room stands a [statue/fountain/pillar]." + +treasure\_room := "As you enter the treasure room, you are greeted by the sight of piles of gold and jewels. The walls are adorned with [tapestries], and the floor is covered in [red\_carpet]. In the center of the room stands a [throne/statue] made of [precious metal]." + +boss\_room := "You have reached the final boss room. The walls are made of [black stone], and the floor is [lava/spikes]. At the far end of the room, you see [boss monster]. It is guarding a [treasure chest] filled with [loot]." + +[description] := {adjective} {noun} + +[material] := {adjective} stone | iron | wood + +[surface] := stone | dusty stone | wet stone | cobblestone + +[number] := [one/two/three/four/five/six/seven/eight/nine/ten]+ + +[door\_type] := wooden door | metal door | rusted door + +[decoration] := {adjective} carvings | frescoes | murals + +[floor\_covering] := {adjective} rugs | carpets | tiles + +[statue/fountain/pillar] := marble statue | stone fountain | granite pillar + +[tapestries] := red tapestries | purple tapestries | gold-trimmed tapestries + +[red\_carpet] := plush red carpet | bloodstained carpet | intricately patterned carpet + +[throne/statue] := golden throne | obsidian statue | marble statue + +[precious metal] := gold | silver | platinum + +[boss monster] := dragon | lich | giant spider + +[loot] := {adjective} treasure | magical artifacts | rare weapons + +This is just an example and can be modified to fit the specific needs of your dungeon creation. The grammar can be used to generate a variety of prompts for creating different types of rooms in the dungeon, from the entrance all the way to the final boss room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_38.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_38.txt new file mode 100644 index 0000000..b5a305e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_38.txt @@ -0,0 +1,181 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine" "a path through the dungeon starting at the entrance and going all the way to the end, where the path goes through:" "." + + ::= ["," ]* + + ::= ["connected to" ] + + ::= "" + + ::= "the" ("entrance" | ) + + ::= [] + + ::= "dark" | "twisting" | "hidden" | "labyrinthine" + + ::= "corridor" | "tunnel" | "passageway" | "cave" + + ::= ["," ]* + + ::= ("with a" ) ["filled with" ] + + ::= "a" ("monster" | "treasure" | "trap" | "puzzle" | "secret door") + + ::= | + + ::= "red" | "green" | "blue" | "black" | "white" + + ::= "" + + ::= "pile of" | "group of" +``` +This grammar can be used to generate prompts like: + +* Imagine a path through the dungeon starting at the entrance and going all the way to the end, where the path goes through: the entrance "", a dark corridor connected to a hidden cave filled with a group of goblins, and a labyrinthine passageway. +* Imagine a path through the dungeon starting at the entrance and going all the way to the end, where the path goes through: the entrance "", a red treasure chest with a magical enchantment filled with a pile of gold coins, and a winding tunnel connected to a maze-like cave. + +You can add or remove elements as you see fit in order to generate prompts that better match your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_39.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_39.txt new file mode 100644 index 0000000..7ae0a04 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_39.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```rust +dungeon_prompt = "Imagine a path through a dungeon, starting at the entrance and ending at the treasure." + " The path passes through:", +path = [room ("," room)*] +room = type_name (with_description)? place (connected_to place)? +type_name = "a" ("weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey") +description = "with a" description_detail +description_detail = adjective noun +adjective = "rusty" | "sharp" | "glowing" | "sinister" | "ancient" ... +noun = "sword" | "staff" | "chest" | "beast" | "riddle" | "troll" ... +place = ("the country" | "the region" | "the city" | "the street" | "the house" + | "the building" | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" | "the keep" + | "the hideout" | "platos cave" | "garden of eden" + | "the river styx" | "the restaurant at the end of the universe") +connected_to = ("connected to" | "leading to" | "adjacent to") +``` +This grammar allows for generating prompts for creating a path through a dungeon by specifying the type and description of each room, as well as how they are connected. The `description_detail` section can be expanded with more adjectives and nouns as needed. Additionally, more types of places can be added to the `place` section. This grammar can also be extended to include other elements of a dungeon such as traps, puzzles, and non-playable characters. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_4.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_4.txt new file mode 100644 index 0000000..1d9b752 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_4.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" + + ::= + + ::= "Starting at the entrance" | "Entering from the east" | "Coming from the north" | etc. + + ::= { } + + ::= "Moving through a" | "Encountering a" | "Finding a" + + ::= "Exiting to the west" | "Leaving from the south" | etc. + + ::= "dark cave" | "twisting labyrinth" | "ancient ruin" | etc. + + ::= "giant spider" | "fire-breathing dragon" | "skeleton warrior" | etc. + + ::= "chest of gold" | "rusted sword" | "magic amulet" | etc. +``` +This grammar defines a prompt as starting at the entrance and then following a series of steps through different rooms, encountering monsters, and finding treasures along the way until reaching the exit. The steps can be repeated multiple times to create more complex paths. The ``, ``, and `` non-terminals define different types that can appear in a step. These types can be customized and extended as needed to fit the specific requirements of your dungeon generator. + +For example, using this grammar, you could generate prompts like: +``` +Imagine starting at the entrance, moving through a dark cave, encountering a giant spider, finding a chest of gold, moving through an ancient ruin, leaving from the south. + +Imagine entering from the east, encountering a skeleton warrior, moving through a twisting labyrinth, finding a magic amulet, exiting to the west. +``` +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_40.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_40.txt new file mode 100644 index 0000000..6a123a2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_40.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_modifier ::= "simple" | "complex" | "unique" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +path ::= place path_action* +path_action ::= prompt type_name type_modifier verb place +``` +This grammar allows for the generation of paths through a dungeon, starting at one place and visiting multiple other places along the way. Each step in the path is represented by a `path\_action`, which consists of a `prompt`, a `type\_name` (such as "monster" or "treasure"), a `type\_modifier` (such as "simple" or "unique"), and a `verb` (such as "create" or "analyse"). The path can then be generated by starting at the entrance of the dungeon and recursively adding more `path\_action`s until the desired end point is reached. + +For example, a possible path through the dungeon could look like this: +```less +path ::= + "Consider" "monster" "simple" "create" "the country" + "Imagine" "quest" "unique" "role-play" "the city connected with the street" + "Draw" "treasure" "complex" "code" "the building connected with the dungeon" +``` +This path would generate a simple monster in the country, followed by a unique quest that takes place in the city and its connecting streets, and finally a complex treasure that is coded within the building and the dungeon. + +Of course, this grammar can be extended to add more features or complexity to the generated paths. For example, you could add more types of `path\_action`s, such as "move" or "interact", or allow for loops in the path by including a `loop` keyword. The possibilities are endless! +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_41.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_41.txt new file mode 100644 index 0000000..dfc8e70 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_41.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" "a" + ::= { "connected" } + ::= [ "with a" ] + [ "in" ] + ::= "room" | "hallway" | "chamber" | ... + ::= "trap" | "puzzle" | "monster" | ... + ::= [ "near" ] + ::= "entrance" | "exit" | "intersection" | ... +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and ending at the exit. Each element in the path is described by its type (e.g. room, hallway, chamber), any notable features it may have (e.g. trap, puzzle, monster), and its location within the dungeon (e.g. near the entrance, at an intersection). + +For example, using this grammar, a prompt to generate a dungeon path might look like: +``` +Imagine a room with a trapped chest connected a hallway with a goblin ambush in the entrance near an intersection. +``` +This prompt describes a single room with a trapped chest, followed by a hallway filled with a goblin ambush, starting at the dungeon's entrance and located near an intersection. + +Note that this is just one example of how such a grammar could be structured, and it can be adjusted to suit your specific needs and requirements for generating prompts for your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_42.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_42.txt new file mode 100644 index 0000000..34d2c03 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_42.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= path +path ::= room (corridor room)* exit +room ::= "the" place "has" type +type ::= "a" term +term ::= type\_name | type\_name "with a" term +corridor ::= "a" verb "connects" place "to" place +exit ::= "the" place "leads to" (place | "outside") + +In this grammar, a dungeon is composed of one or more paths. Each path consists of a starting room, followed by zero or more corridors and rooms, and ending with an exit. Rooms are described using a type name and a place. The type name specifies the kind of room (e.g., "a weapon shop" or "a spell library"), while the place specifies its location in the dungeon. + +Corridors connect two places, and are described using a verb (e.g., "a winding passageway"). The exit of a path can lead to another place in the dungeon, or outside the dungeon. + +This grammar is just an example, and can be customized as needed to generate prompts for creating dungeons with different characteristics. For example, additional elements such as monsters, treasures, and quests could be added to the grammar by including them in the room or corridor definitions. The grammar could also be extended to support more complex structures, such as branching paths or multi-level dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_43.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_43.txt new file mode 100644 index 0000000..1b7d4b5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_43.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path = {room}* ; + +room = entrance | hallway | chamber | treasure_room | boss_room ; + +entrance = "You enter the dungeon at the" place "." ; + +hallway = "You walk down a long" description "hallway and come to a" place "." ; + +chamber = "You step into a small room with" description "and see a" place "." ; + +treasure_room = "You discover a hidden treasure trove containing" description "in the" place "." ; + +boss_room = "You finally reach the end of the dungeon and encounter the fearsome" description "in the" place "." ; + +description = {adjective}* noun ; + +adjective = "dusty" | "dark" | "creepy" | "ancient" | "magical" ; + +noun = "statue" | "painting" | "chest" | "altar" | "door" ; + +place = "entrance" | "intersection" | "dead end" | "side room" | "throne room" ; +``` +This grammar defines a `path` as a sequence of one or more `room`s. There are five types of `room`s: `entrance`, `hallway`, `chamber`, `treasure_room`, and `boss_room`. Each type of `room` has its own unique description. + +The `description` non-terminal is defined as a sequence of one or more `adjective`s followed by a `noun`. The `adjective` non-terminal can be any of the five adjectives listed, and the `noun` non-terminal can be any of the five nouns listed. + +The `place` non-terminal is used to specify the location of each `room`, and it can be one of five different values. + +This grammar can be used to generate a variety of different paths through a dungeon, depending on how it is instantiated. For example, the following path would be generated by the instantiation: +``` +path = entrance hallway chamber treasure_room boss_room ; + +entrance = "You enter the dungeon at the dark entrance." ; +hallway = "You walk down a long dusty hallway and come to a dead end." ; +chamber = "You step into a small room with ancient statues and see a side room." ; +treasure_room = "You discover a hidden treasure trove containing magical chests in the throne room." ; +boss_room = "You finally reach the end of the dungeon and encounter the fearsome dragon in the boss room." ; +``` +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_44.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_44.txt new file mode 100644 index 0000000..de64a45 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_44.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" "a path through the dungeon starting at the entrance and going all the way to the end, with:" + + ::= ("," )* + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= ("," )* + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + + ::= ("," )* + + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the entrance" | "the end" +``` +This grammar allows for generating prompts that include a list of types, verbs, and places that can be used to create the dungeon. The ``, ``, and `` non-terminals allow for multiple items to be included in the prompt, separated by commas. The ``, ``, and `` non-terminals are used to define the possible options for each list. + +You can use this grammar as a starting point, and modify or expand it as needed to fit your specific requirements. + +Please note that this is an example of EBNF notation, which may vary slightly depending on the source you refer to. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_45.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_45.txt new file mode 100644 index 0000000..dbc7945 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_45.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon := path* +path := place "connected with" place action+ description? +action := verb "doing" type_name +type_name := weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey +weapon := "a weapon with a" attribute+ +spell := "a spell with a" attribute+ +artifact := "an artifact with a" attribute+ +magic_item := "a magic item with a" attribute+ +treasure := "a treasure with a" attribute+ +monster := "a monster with a" attribute+ +quest := "a quest with a" attribute+ +challenge := "a challenge with a" attribute+ +theme := "a theme with a" attribute+ +drama := "a drama with a" attribute+ +music := "a music with a" attribute+ +art := "an art with a" attribute+ +secret := "a secret with a" attribute+ +occult := "an occult with a" attribute+ +reveal := "a reveal with a" attribute+ +hero_journey := "a hero journey with a" attribute+ +attribute := color | size | shape | material | origin | rarity | power | weakness | effect | history +place := the_country | the_region | the_city | the_street | the_house | the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | the_room | the_hallway | the_chest | the_bag | the_wallet | the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | the_river_styx | the_restaurant_at_the_end_of_the_universe +color := red | blue | green | yellow | orange | purple | black | white | brown | gray | pink | silver | gold +size := small | medium | large | tiny | huge | massive | colossal | minuscule +shape := round | square | rectangular | triangular | hexagonal | circular | oval +material := stone | wood | metal | plastic | fabric | glass | paper +origin := human | elven | dwarven | orcish | goblin | dragon | giant | fairy +rarity := common | uncommon | rare | legendary | unique +power := fire | ice | lightning | earth | wind | water | shadow | light +weakness := fire | ice | lightning | earth | wind | water | shadow | light +effect := healing | damage | buff | debuff | stun | silence | paralysis | blind +history := "made by" name | "used by" name | "stolen from" location | "gifted by" name | "found in" location +name := frodo | bilbo | gandalf | legolas | aragorn | gimli | boromir | saruman +location := mount_doom | mordor | rohan | shire | rivendell | lothlorien | isengard +``` +This grammar allows for the generation of multiple paths through a dungeon, where each path consists of one or more connected places, each with one or more actions performed by characters or creatures. Each action involves an object, which can have various attributes such as color, size, shape, material, origin, rarity, power, weakness, and effect. The grammar also allows for the inclusion of descriptions for each path, which can provide additional context or detail about the location, characters, or objects involved. + +Please note that this is just an example, you could customize it to your needs. Also, in order to use this grammar with a parser generator like ANTLR or Yacc, you would need to convert it to a format specific to those tools. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_46.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_46.txt new file mode 100644 index 0000000..2ad4155 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_46.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: + +path = "path", ["from", place, "to", place], *room + +room = "room", type\_name, verb, place + +type\_name = (terms | artifacts | treasure | monster | quest | challenge) + +verbs = (role-play | specify | encode | code | program | prove | create | design | analyze | lift | shift | splice | quote | quasi-quote | quasi-quine-quote | quasi-quine-quote-in-ocaml | quasi-quine-quote-in-ocaml-coq-metacoq | quasi-quine-quote-in-ocaml-coq-metacoq-introspector | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quote) + +places = (the country | the region | the city | the street | the house | the building | the dungeon | the labyrinth | the cave | the swamp | the room | the hallway | the chest | the bag | the wallet | the vault | the keep | the hideout | platos cave | garden of eden | the river styx | the restaurant at the end of the universe) + +terms = (weapon | spell | magic items | treasure | monster | quest | challenge | theme | drama | music | art | secrets | occult | reveal | hero journey) + +artifacts = "artifact" | "artefact" + +treasure = "treasure" | "loot" + +monster = "monster" | "creature" | "beast" + +quest = "quest" | "task" | "mission" + +challenge = "challenge" | "trial" | "test" + +* denotes 0 or more occurrences of the preceding element. + +Note that this is just an example and you can add or remove elements from the grammar as per your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_47.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_47.txt new file mode 100644 index 0000000..bf69b8b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_47.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```python +path ::= path_segment* +path_segment ::= room "connected to" room + | room "connected to" corridor "leading to" room +corridor ::= "a long, winding corridor" + | "a narrow, twisting passageway" + | "a dimly lit tunnel" +room ::= "the entrance chamber" + | "a small side room" + | "a large, echoing hall" + | "a treacherous pit trap" + | "a hidden treasure trove" +``` +This grammar defines a path as one or more path segments. A path segment is defined as either two rooms connected directly to each other, or two rooms connected by a corridor leading from one room to the other. Corridors and rooms are predefined in this grammar, but they could be parameterized in a real system. + +To generate a specific prompt using this grammar, you would first generate a random path according to the rules defined in the grammar. Then, you would use the `prompt` function from the code provided earlier, substituting the generated path into the place parameter. For example, if the generated path was "the entrance chamber connected to a small side room", the resulting prompt would be: +```vbnet +"We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : role-play; Type Name: path_segment; Place: the entrance chamber connected to a small side room What is your response? Please generate variant array of size 3" +``` +This prompt would then be sent to the language model to generate three variants of the requested path segment. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_48.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_48.txt new file mode 100644 index 0000000..9f1bb41 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_48.txt @@ -0,0 +1,185 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = { room | corridor } + +room = "room" "with a" type\_name "in" place, { item | monster | secret } + +type\_name = weapon | spell | artifact | magic\_item | treasure | monster | quest | challenge | theme | drama | music | art | reveal | hero\_journey + +place = the\_country | the\_region | the\_city | the\_street | the\_house | the\_building | the\_dungeon | the\_labyrinth | the\_cave | the\_swamp | the\_room | the\_hallway | the\_chest | the\_bag | the\_wallet | the\_vault | the\_keep | the\_hideout | platos\_cave | garden\_of\_eden | the\_river\_styx | the\_restaurant\_at\_the\_end\_of\_the\_universe + +item = { "There is a(n) " type\_name } + +monster = { "A " monster\_type " appears" } + +monster\_type = dragon | giant | ghost | goblin | orc | skeleton | spider | troll | zombie + +secret = { "There is a secret(s) here: " secret\_description } + +secret\_description = hidden\_door | hidden\_passage | treasure\_room | trap + +corridor = "corridor" "connecting" place "with" place, { item | monster } + +In this grammar, the dungeon is a sequence of rooms and corridors. Each room has a type (such as weapon or spell), a place (such as a cave or a building), and may contain items, monsters, or secrets. Corridors connect two places and may also contain items or monsters. + +The grammar uses the following non-terminals: + +* `dungeon`: The top-level non-terminal representing the entire dungeon. +* `room`: Represents a single room in the dungeon. +* `type_name`: A type of item or monster that can appear in a room. +* `place`: A location in the dungeon, such as a city or a cave. +* `item`: An item that can appear in a room. +* `monster`: A monster that can appear in a room or corridor. +* `secret`: A secret that can be hidden in a room. +* `corridor`: Represents a corridor connecting two places in the dungeon. + +The grammar uses the following terminals: + +* `the_country`, `the_region`, `the_city`, `the_street`, `the_house`, `the_building`, `the_dungeon`, `the_labyrinth`, `the_cave`, `the_swamp`, `the_room`, `the_hallway`, `the_chest`, `the_bag`, `the_wallet`, `the_vault`, `the_keep`, `the_hideout`, `platos_cave`, `garden_of_eden`, `the_river_styx`, `the_restaurant_at_the_end_of_the_universe`: Places in the dungeon. +* `weapon`, `spell`, `artifact`, `magic_item`, `treasure`, `monster`, `quest`, `challenge`, `theme`, `drama`, `music`, `art`, `reveal`, `hero_journey`: Types of items or monsters that can appear in a room. +* `hidden_door`, `hidden_passage`, `treasure_room`, `trap`: Secrets that can be hidden in a room. + +This grammar is just an example, and you may need to modify it to suit your specific needs. You could also extend the grammar to include other elements of the dungeon, such as traps, puzzles, or NPCs (non-player characters). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_49.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_49.txt new file mode 100644 index 0000000..2b9ac2e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_49.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room* end + +entrance ::= "the entrance of the dungeon" + +room ::= "a room connected to" room | end + +end ::= "the final boss room" | "a treasure chest" | "a secret passage" + +This grammar describes a path through the dungeon as starting at the entrance and then consisting of zero or more rooms, each of which is connected to the next one. The path ends at either the final boss room, a treasure chest, or a secret passage. This grammar can be used to generate prompts for creating each element of the path by replacing the non-terminal symbols with appropriate text. For example, the following prompt could be generated from this grammar: + +"We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : create; Type Name: room; Place: connected to the previous room What is your response? Please generate a description for a room that is connected to the previous room." + +This prompt asks the language model to generate a description for a room that is connected to the previous room, which corresponds to the "room" non-terminal symbol in the grammar. By generating prompts like this for each element of the path, we can use the language model to automatically generate a variety of different paths through the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_5.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_5.txt new file mode 100644 index 0000000..d5da5de --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_5.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a path through the dungeon starting at the entrance and going all the way to the end, with:" + { ", " } "." + + ::= + | + | + + ::= "a room with a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= "connected to a hallway with a" + + ::= "containing a challenge of type" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" + | "create" | "design" | "describe" | "analyze" | "lift" + | "shift" | "splice" | "quote" | "quasi-quote" + | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-program" | "optimize" | "simulate" | "test" + + ::= | +``` +This grammar defines a `dungeon_prompt`, which consists of a series of `path_segment`s. Each `path_segment` can be a `room_description`, `hallway_description`, or `challenge_description`. A `room_description` is simply a type name, while a `hallway_description` includes a room description followed by a hallway and a type name for the hallway. Finally, a `challenge_description` includes a room description followed by a challenge and a type name for the challenge. + +The grammar also defines `type_name`, which is a non-terminal that can be any of the different types that could appear in the dungeon (weapons, spells, artifacts, etc.). The `verb` non-terminal includes all the possible verbs that could be used to describe actions in the dungeon. Finally, the `place` non-terminal can be either a room or a hallway. + +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_50.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_50.txt new file mode 100644 index 0000000..644de5d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_50.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts to create a dungeon: +```rust + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= with a doing connected with + ::= ( "and" )? + ::= "Imagine a path through the dungeon starting at the entrance and going all the way to the end, with the following components:" +``` +This grammar allows for the generation of prompts for creating a variety of different types of components within a dungeon, such as weapons, spells, artifacts, monsters, quests, and challenges. The `` nonterminal symbol represents different actions that can be taken with the component, such as "role-playing" or "creating descriptions for an artist." The `` nonterminal symbol represents different locations within the dungeon where the component may be found. + +The `` nonterminal symbol allows for the generation of a sequence of components, separated by "and." This can be used to create a path through the dungeon starting at the entrance and going all the way to the end, as specified in the `` nonterminal symbol. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_51.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_51.txt new file mode 100644 index 0000000..c4d493e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_51.txt @@ -0,0 +1,182 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= "Imagine" "a" + + ::= { "-" } + + ::= [] + + ::= "connected" "to" + + ::= "a" + + ::= "normal" | "treasure" | "monster" | "boss" + + ::= ( "<" ">" | ) + + ::= {} + + ::= {} [] + + ::= "dark" | "twisting" | "ancient" | "secret" + + ::= "hallway" | "passage" | "chamber" | "cave" + + ::= "chest" | "urn" | "statue" | "door" + + ::= [] + + ::= "goblin" | "orc" | "skeleton" | "troll" + + ::= ( "<" {} ">" | ) + + ::= "armed" | "armored" | "fierce" | "cunning" +``` +This grammar allows for generating prompts that describe a path through the dungeon starting at the entrance and going all the way to the end. The path is made up of rooms, which are connected by passages. Each room can have a type (normal, treasure, monster or boss), and optional details such as a description or contents. A room's description consists of adjectives and a noun. A room's contents consist of items and an optional monster. A monster has a name and an optional description that consists of adjectives and an ability. + +This grammar can be used to generate prompts like "Imagine a normal hallway" or "Imagine a treasure chamber with a golden chest connected to a dark passage" or "Imagine a boss chamber with a fierce dragon armed with fire breath". + +You can modify the grammar as per your requirement and use it to generate prompt for creating the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_52.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_52.txt new file mode 100644 index 0000000..fdd95e2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_52.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= + + ::= * + ::= "Enter" + ::= * + ::= | + ::= "a" | "an" | "the" + ::= | + ::= + ::= "of" + ::= * + ::= "colorful" | "dangerous" | "magical" | "mysterious" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= "Exit" + + ::= | + ::= "door" | "corridor" | "room" | "passageway" | "staircase" | "chamber" + ::= "the entrance" | "the treasure room" | "the dragon's lair" | "the labyrinth" | "the throne room" + + ::= "stone" | "wood" | "iron" | "gold" | "diamond" +``` +This grammar allows for the generation of a dungeon as a series of connected rooms, each with its own description consisting of one or more elements. Each element can be a simple object (e.g. "a door") or a complex object (e.g. "a gold door"). Simple objects are given common names, while complex objects are given proper names. The grammar also allows for the use of adjectives to describe objects and rooms, with a choice of four different types of adjectives: colorful, dangerous, magical, or mysterious. + +To generate a prompt for creating a dungeon, one can simply generate a string using this grammar and pass it as input to the model. For example, the following prompt could be generated using the grammar: +```vbnet +Enter a dark, narrow corridor leading to a small room with a wooden door. The room is dimly lit by a flickering torch on the wall, revealing a simple stone statue in the corner. North of the room is a narrow staircase leading down, while west of the room is a mysterious passageway. Exit a small room with a wooden door. +``` +This prompt instructs the model to generate a dungeon starting with a small room with a wooden door, which can be exited by going north or west. The room itself contains a dark, narrow corridor and a dimly lit stone statue. This prompt could then be used as input to the model to generate the contents of the next room in the dungeon. + +It is important to note that this grammar is just one possible way to generate prompts for creating a dungeon, and there are many other ways to approach this task. However, this grammar provides a good starting point for generating varied and interesting dungeons using a simple and flexible structure. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_53.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_53.txt new file mode 100644 index 0000000..552c9a1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_53.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" + + ::= * + + ::= "to" | + + ::= "go" | "move" | "walk" | "travel" + + ::= | "the" + + ::= "entrance" | "hallway" | "chamber" | "labyrinth" | "treasure-room" | "boss-room" + + ::= | + + ::= "and then" + + ::= "fight" | "defeat" | "collect" | "unlock" | "solve" + + ::= * ("," + )* "." + + ::= "dark" | "dangerous" | "secret" | "magical" | "cursed" | "abandoned" + + ::= "passageway" | "door" | "statue" | "pedestal" | "chest" | "altar" +``` +This grammar defines a prompt as an `Imagine` keyword followed by a path through the dungeon. The path is made up of one or more path segments, which can be either a direction and a room or a description of the current location. The path ends with an end segment, which describes the final action to be taken in the last room. + +Each path segment consists of a direction keyword (such as "go" or "move") followed by a room name. A room can be referred to by its type (e.g., "the entrance" or "the treasure-room") or by a more descriptive name (e.g., "the dragon's lair" or "the ancient tomb"). + +The end segment consists of the `and then` keyword followed by an action verb, such as "fight", "defeat", "collect", "unlock", or "solve". This describes the final goal of the dungeon crawl. + +Descriptions can be added to the path by including one or more adjectives before a common noun, followed by any number of additional adjective-noun pairs separated by commas. For example, `dark passageway, ancient door, rusty key` would generate the description "a dark passageway with an ancient door and a rusty key". + +This grammar can be used to generate prompts for creating a variety of different dungeons, depending on the specific terms and keywords that are included. It can also be extended or modified to accommodate other types of simulations or scenarios. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_54.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_54.txt new file mode 100644 index 0000000..6ff5a26 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_54.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon-prompt = "Imagine", place, "as the entrance to the dungeon." +place = (type_name | type_name, with, type_attribute), connects_with, (type_name | type_name, with, type_attribute) +type_name = "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challege" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_attribute = "giant" | "ancient" | "mystical" | "haunted" +with = "with a" +connects_with = "connected with" +``` +This grammar defines a `dungeon-prompt` nonterminal, which represents the main structure of the prompt. It starts with the word "Imagine", followed by a `place`. A `place` can be either a single `type_name`, or it can consist of two `type_name`s connected by the word "connects\_with". Each `type_name` can optionally have an associated `type_attribute` (e.g. "giant", "ancient", etc.). + +To generate a specific prompt, you would start with the `dungeon-prompt` nonterminal and recursively expand it according to the rules of the grammar until all nonterminals have been replaced by terminals. For example, one possible expansion of the `dungeon-prompt` nonterminal might be: +``` +Imagine a treasure connected with an ancient artifact as the entrance to the dungeon. +``` +This prompt asks the language model to imagine a treasure and an ancient artifact connected together at the entrance of the dungeon, providing more context for generating the dungeon. + +You can also add other nonterminals and rules to this grammar in order to generate more complex prompts that include things like actions, descriptions, and other elements that might be useful for creating a rich and dynamic dungeon experience. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_55.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_55.txt new file mode 100644 index 0000000..821955f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_55.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "that" verb "in" place +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar defines a prompt as consisting of an "Imagine" keyword, followed by "a" and a type name, which can be one of several options. The type name is then followed by "that", a verb, and "in", a place, both of which also have defined sets of possible options. + +You could use this grammar to generate prompts for creating different elements of the dungeon, such as weapons or monsters, with specific actions or properties, located in different parts of the dungeon. For example, the following prompt would be generated by this grammar: +```makefile +Imagine a weapon that role-playing in the country +``` +You could use multiple instances of this grammar to generate prompts for an entire path through the dungeon, starting at the entrance and going all the way to the end. For example, you could generate prompts for creating different rooms or areas of the dungeon, each with their own set of elements (such as weapons, monsters, etc.) and properties. You could also use this grammar to generate prompts for creating challenges or puzzles that the players must solve in order to progress through the dungeon. + +By using a grammar like this one, you can easily generate a wide variety of prompts that can be used to create a rich and detailed dungeon simulation. The grammar also provides a clear structure and organization for the prompts, making it easy to understand and use them in your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_56.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_56.txt new file mode 100644 index 0000000..8f8ad0d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_56.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less +prompt ::= "Imagine" "a" type_name "in" place "connected with" place2 +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" +place ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" | "the labyrinth" + | "the cave" | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "plato's cave" | "garden of eden" + | "the river styx" | "the restaurant at the end of the universe" +place2 ::= place | "a secret passage" | "a hidden door" | "a magical portal" + | "a maze of tunnels" | "a series of traps" | "an ancient ruin" +``` +This grammar defines a prompt as consisting of the word "Imagine", followed by "a" and a type\_name, which can be any of the terms in the `type_terms` list defined at the beginning of the code. The type name is followed by "in" and a place, which again can be any of the terms in the `places` list. Finally, the prompt includes "connected with" and another place, which can be any of the terms in the `places` list or one of the special terms listed after it. + +This grammar could be used to generate prompts for creating different elements of the dungeon, such as weapons, monsters, quests, etc., by providing a specific type name and place in the prompt. The generated prompts could then be used as input to the language model and proof engine described in the code to generate descriptions of the different elements of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_57.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_57.txt new file mode 100644 index 0000000..5e06e77 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_57.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_path ::= {room} + +room ::= "Enter" room_name "and find:" [description] "\n" + | "Exit" room_name "to" next_room + +room_name ::= [a-zA-Z0-9]+ + +description ::= [a-zA-Z0-9\s.,!?]+ + +next_room ::= room_name ( "with a" type_name)? ( "guarded by" monster)? + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" + +monster ::= [a-zA-Z0-9]+ +``` +This grammar defines a `dungeon_path`, which is made up of one or more `room`s. A `room` can be either an `Enter` room\_name "and find:" description "\n" statement, where the `description` provides some details about the room, or an `Exit` room\_name "to" next\_room statement, which specifies the name of the next room and any relevant details about it. + +The `room_name` non-terminal matches any sequence of one or more alphanumeric characters. The `description` non-terminal matches any sequence of alphanumeric characters, whitespace, and punctuation. + +The `next_room` non-terminal is optional and specifies the name of the next room, as well as any relevant details about it. A `type_name` is one of a list of possible type names, such as "weapon" or "monster." A `monster` is any sequence of one or more alphanumeric characters. + +This grammar can be used to generate prompts for creating a dungeon by recursively expanding the non-terminals in the `dungeon_path` production rule. For example, the following prompt could be generated using this grammar: +```vbnet +Enter Entrance and find: You see a long, dark hallway with a faint light at the end. Exit Entrance to Main Hallway with a weapon guarded by Goblin. +``` +This prompt specifies that the player enters the `Entrance` room and finds a description of it. It then specifies that the player can exit the `Entrance` room and enter the `Main Hallway`, which has a `weapon` that is guarded by a `Goblin`. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_58.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_58.txt new file mode 100644 index 0000000..29e7312 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_58.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```markdown + ::= "Imagine" ";" + + ::= + + ( "connected with" )* + ("with a" )* + ("doing" ) + + ::= "the" + + ::= ( "" | "a" )+ + + ::= ( "" | "a" )+ + + ::= ( "" | "a" )+ +``` +This grammar allows generating prompts in the format of "Imagine [description]" where description is a combination of different elements like place, type name and verb. Place can be any location, it can be connected with other places via "connected with". A place can have a type\_name associated with it and doing some action (verb) + +For example: + +* Imagine the entrance; +* Imagine the entrance connected with the hallway; +* Imagine the entrance connected with the hallway with a dungeon; +* Imagine the entrance connected with the hallway with a dungeon doing role-play; +* Imagine the entrance connected with the hallway with a dungeon doing role-play and creating descriptions for an artist to design a comic book panel. + +You can add more elements or modify the grammar as you see fit, this is just one example of how it could look like. + +Please let me know if you have any question or need further help on this topic. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_59.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_59.txt new file mode 100644 index 0000000..9b3d4b1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_59.txt @@ -0,0 +1,190 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine a path through the dungeon from the entrance to the end, with:" + [ ] + [ ] + [ ] + ::= "Types: " { "," } ";" + ::= "a" | "an" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult reveal" + ::= "Verbs: " { "," } ";" + ::= "role-playing" | "specifying" | "encoding" | "coding" + | "programming" | "proving" | "creating" | "designing" + | "creating descriptions for an artist" + | "creating descriptions for an artist to design a comic book panel" + | "analysing" | "lifting" | "shifting" | "splicing" | "quoting" + | "quasi-quoting" | "quasi-quine-quoting" + | "quasi-quine-quoting-in-ocaml" + | "quasi-quine-quoting-in-ocaml-coq-metacoq" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quoting-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quoting" + ::= "Places: " { "," } ";" + ::= "the entrance" | "the end" | "a room" | "a hallway" + | "a corridor" | "a dead end" | "a treasure chamber" + | "a monster's lair" | "a quest giver's location" +``` +The `` non-terminal represents the structure of a prompt for creating a dungeon. It starts with a fixed string, followed by an optional list of types (``), verbs (``), and places (``). + +The ``, ``, and `` non-terminals are used to generate a list of types, verbs, or places. Each item in the list is separated by a comma, and the list is terminated with a semicolon. + +The `` non-terminal generates either "a" or "an", followed by a noun that represents a type of object that can be found in the dungeon. The `` non-terminal represents the different types of objects that can be found in the dungeon. + +The `` non-terminal generates a verb that represents an action that can be taken in the dungeon. The list of verbs includes actions related to role-playing, creating, and programming. + +The `` non-terminal generates a place that can be found in the dungeon. The list of places includes common areas found in a dungeon, such as the entrance, a room, or a treasure chamber. + +With this grammar, you can generate prompts for creating different paths through the dungeon by combining different types, verbs, and places. For example, here are some possible prompts: + +* "Imagine a path through the dungeon from the entrance to the end, with: an artifact for collecting treasures, role-playing as a sneaky rogue, and the treasure chamber connected with a secret passage." +* "Imagine a path through the dungeon from the entrance to the end, with: a spell for casting fireballs, programming a magical trap, and the monster's lair connected with a labyrinthine maze." +* "Imagine a path through the dungeon from the entrance to the end, with: a weapon for slaying dragons, creating descriptions for a concept artist, and a dead end connected with a hidden door." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_6.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_6.txt new file mode 100644 index 0000000..49dec54 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_6.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= { } + + ::= "move" + | "encounter" + + ::= "north" | "south" | "east" | "west" + + ::= + + ::= + | + | + + ::= ? + + ::= { } "creature" + + ::= [a-zA-Z]+ + + ::= ? + + ::= { } "treasure" + + ::= ? + + ::= { } "trap" + + ::= "deadly" | "ancient" | "magical" | ... +``` +This grammar defines a `` as a series of ``s, where each segment represents either a movement in a certain direction and distance or an encounter with a specific event (creature, treasure, or trap). The ``, ``, and `` non-terminals can be further expanded using the given rules. + +This grammar is just an example and you can customize it to your needs. For instance, if you want to include more information about the creatures, treasures or traps, you could add new non-terminals for those elements, such as ``, `` or ``. + +You can also add other elements like puzzles, NPCs, quests, etc. Just make sure that the grammar is consistent and easy to use for generating prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_60.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_60.txt new file mode 100644 index 0000000..c05fc90 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_60.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: + +path → path-segment | ε + +path-segment → "From" location "to" next-location "there is a" description + +location → identifier | (identifier "in" location) + +next-location → identifier | (identifier "connected to" location) + +description → verb-phrase | adjective-noun + +verb-phrase → verb noun + +adjective-noun → adjective noun + +identifier → WORD + +WORD → [A-Za-z]+ + +ε → empty string + +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at the entrance and going all the way to the end. It includes non-terminals for locations (e.g. "the entrance"), next-locations (e.g. "a room connected to the entrance"), descriptions (e.g. "a dark hallway"), verb-phrases (e.g. "an orc guards"), and adjective-nouns (e.g. "a magical sword"). + +You can use this grammar as a starting point, and expand it to include more elements of the dungeon such as treasure, monsters, quests, etc. You could also add more non-terminals for different types of descriptions or locations, depending on your needs. + +Please note that this is just an example, you can adjust it according to your requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_61.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_61.txt new file mode 100644 index 0000000..479851f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_61.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```scss +prompt -> "Imagine" "a" type_name "path" "through" "the" dungeon "starting" "at" entrance "and" "going" "all" "the" "way" "to" exit +type_name -> weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey +dungeon -> country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos_cave | garden_of_eden | river_styx | restaurant_at_the_end_of_the_universe +entrance -> "the" entrance_type +exit -> "the" exit_type +entrance_type -> country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos_cave | garden_of_eden | river_styx | restaurant_at_the_end_of_the_universe +exit_type -> country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos_cave | garden_of_eden | river_styx | restaurant_at_the_end_of_the_universe +``` +In this grammar, `prompt` is the starting symbol. The grammar defines the structure of a prompt by specifying the words and phrases that can be used to generate a description of a path through a dungeon. The `type_name` nonterminal represents different types of elements that can be found in a dungeon (e.g., weapons, spells, monsters, quests). The `dungeon`, `entrance`, and `exit` nonterminals specify the location where the path begins and ends. + +This grammar is just an example and can be expanded or modified to suit different needs. For instance, it could include additional nonterminals for generating descriptions of individual rooms or encounters within a dungeon. The goal of this grammar is to provide a structure for generating prompts that are specific enough to generate meaningful output from a language model, while still allowing for variation and creativity in the generated descriptions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_62.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_62.txt new file mode 100644 index 0000000..01d77c4 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_62.txt @@ -0,0 +1,189 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= * + + ::= + + + ::= "in" + + ::= "with a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult" | "reveal" + | "hero journey" + + ::= | | + + ::= "creature" | "object" | "area" | "character" + + ::= "attacking" | "defending" | "casting" | "using" | "collecting" + | "fighting" | "avoiding" | "exploring" | "uncovering" + + ::= "dangerous" | "magical" | "rare" | "powerful" | "hidden" + | "sinister" | "mysterious" + + ::= | + + ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" | "the bag" + | "the wallet" | "the vault" | "the keep" | "the hideout" + | "platos cave" | "garden of eden" | "the river styx" + | "the restaurant at the end of the universe" + + ::= | + + ::= "north" | "south" | "east" | "west" + + ::= "up" | "down" | "left" | "right" +``` +This grammar describes a dungeon as a series of paths, where each path consists of one or more rooms. Each room is described by a type name (e.g., weapon, spell) and a type term (e.g., noun, verb, adjective), and is located in a specific place within the dungeon. The type terms provide additional details about the room, such as whether it contains a dangerous creature or a powerful magic item. + +The `` non-terminal can be either a location or a direction, allowing for rooms to be connected in various ways. For example, a path might lead from a room "in the city" to a room "to the north". + +This is just one possible grammar that could be used to generate prompts for creating a dungeon. There are many other ways to approach this problem, and different grammars may be better suited for different types of dungeons or game mechanics. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_63.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_63.txt new file mode 100644 index 0000000..5334b51 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_63.txt @@ -0,0 +1,155 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```makefile +path := (room | hallway | corridor) '->' (path | room | hallway | corridor) +room := 'entrance' | 'treasure_room' | 'boss_room' | ... +hallway := 'narrow_hallway' | 'wide_hallway' | 'twisty_hallway' | ... +corridor := 'secret_passage' | 'guarded_corridor' | 'trap-filled_corridor' | ... +``` +In this grammar, a path is defined as a sequence of one or more rooms, hallways, or corridors separated by the `->` symbol. A room can be any type of room in the dungeon, such as the entrance, treasure room, boss room, etc. A hallway can be a narrow hallway, wide hallway, twisty hallway, etc. A corridor can be a secret passage, guarded corridor, trap-filled corridor, etc. + +This grammar allows for generating paths of different lengths and complexity, with varying types of rooms, hallways, and corridors. It also provides a structure for organizing the different elements of the dungeon, making it easier to navigate and understand. The grammar can be easily expanded or modified to include new types of rooms, hallways, and corridors as needed. + +It is important to note that this is just an example and you may need to adjust the grammar based on your specific requirements and use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_64.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_64.txt new file mode 100644 index 0000000..8cb4103 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_64.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= (room | hallway | treasure_chest) + + +room ::= "Enter room" description +description ::= ("The room has" features) | ("The room is" state) +features ::= feature ("," feature)* +feature ::= "a " adjective " " noun +state ::= "an " adjective " " noun + +hallway ::= "Walk down the" direction "hallway" +direction ::= "north" | "south" | "east" | "west" + +treasure_chest ::= "Find a treasure chest with" loot +loot ::= (item ("," item)*) +item ::= "a " adjective " " noun + +adjective ::= "golden" | "shimmering" | "ancient" | "magical" +noun ::= "sword" | "shield" | "ring" | "scroll" +``` +This grammar can be used to generate a variety of paths through a dungeon by randomly selecting elements from the different non-terminals. For example, one possible path might be: +``` +Enter room The room is a dark and ominous cave. Find a golden sword with a magical shield, a shimmering ring, and an ancient scroll in a treasure chest. Walk down the east hallway. Enter room The room has a low ceiling and a musty smell. +``` +You can also add other elements like monsters, quests, challenges etc to make it more interesting. +Please let me know if you need any further clarification or help. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_65.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_65.txt new file mode 100644 index 0000000..f7139be --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_65.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +```ruby +path ::= [(room | hallway) "connected to" (room | hallway)]* +room ::= "the room" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | ... +hallway ::= "the hallway" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the street" | "the city" | "the region" | ... +``` +This grammar can be used to generate a sequence of connected rooms and hallways, creating a path through the dungeon. The `room` and `hallway` non-terminals can be further expanded with additional terms from the code provided if desired. + +Here is an example of how this grammar could be used to generate a prompt: +```less +path ::= "the entrance" "connected to" hallway "connected to" room "connected to" ... "connected to" "the boss room" +``` +This would expand to the following prompt: +```vbnet +the entrance connected to the dungeon connected to the first room connected to the second room connected to ... connected to the boss room +``` +This prompt could then be used as input for the code provided to generate a description of this path through the dungeon. The `hallway` and `room` non-terminals can be further expanded with additional terms from the code provided if desired. For example, the `room` non-terminal could be expanded to include terms such as "the treasure room" or "the monster den". + +This grammar can also be used to generate paths with more complex structures by allowing for loops and branches in the path. Here is an example of how this could be done: +```ruby +path ::= [(room | hallway) "connected to"]* [(room | hallway) ("with a" type_name) ["and another" (room | hallway) ("with a" type_name)]*] +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | ... +``` +This grammar allows for the generation of paths with loops and branches, as well as rooms and hallways with specific types. The `type_name` non-terminal can be further expanded with additional terms from the code provided if desired. + +Here is an example of how this grammar could be used to generate a prompt: +```less +path ::= "the entrance" "connected to" hallway "connected to" room "with a weapon" "and another" room "connected to" hallway "connected to" boss_room +``` +This would expand to the following prompt: +```vbnet +the entrance connected to the dungeon connected to the first room with a weapon and another second room connected to the hallways connected to the boss room +``` +This prompt could then be used as input for the code provided to generate a description of this path through the dungeon, including the specific type of room (in this case, a room with a weapon). The `hallway`, `room`, and `type_name` non-terminals can be further expanded with additional terms from the code provided if desired. + +Overall, this grammar provides a way to generate prompts for creating paths through a dungeon using the terms and structure provided in the code. It allows for flexibility in the generation of paths with different structures and specific types of rooms and hallways. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_66.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_66.txt new file mode 100644 index 0000000..987f20a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_66.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +```scss + ::= { "then" } + + ::= "in" [ "connected to" ] + + ::= "move" | "fight" | "explore" | "search" | "rest" + + ::= "the entrance" | "a room" | "a hallway" | "a chamber" | "the end" +``` +This grammar allows you to generate prompts for creating a path through the dungeon, starting at the entrance and ending at the final destination. The `` production represents the entire path, consisting of one or more `` productions separated by the keyword "then". Each step consists of a verb and a place, with an optional second place indicating that the current place is connected to another place. + +The `` production lists some possible verbs that can be used in the prompt, such as "move" or "fight", while the `` production lists some possible places that can be used, such as "the entrance" or "a room". You can modify this grammar to suit your specific needs by adding or removing productions and keywords. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_67.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_67.txt new file mode 100644 index 0000000..e28fc96 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_67.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= = "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= doing + ::= | + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" + ::= connected with + ::= a with a doing in a +``` +This grammar can be used to generate prompts by selecting one of the `` options, followed by a type name, verb, and place, each of which may be simple or complex. For example, a prompt for creating a weapon could be generated as follows: +```css +Imagine a weapon with a role-play doing create in a dungeon connected with the vault +``` +This grammar can be used to generate prompts for all types of dungeon elements, and the `` production can be used directly to generate prompts that are ready for use. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_68.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_68.txt new file mode 100644 index 0000000..984812e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_68.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "in" place "with" description + +type_name -> "path" | "room" | "monster" | "treasure" | "quest" + +place -> "entrance" | "middle" | "end" + +description -> (adjective | verb | noun)* + +adjective -> "narrow" | "wide" | "dark" | "bright" | "twisty" + +verb -> "leading" | "blocking" | "guarded" | "hidden" | "revealing" + +noun -> "corridor" | "chamber" | "creature" | "prize" | "goal" +``` +This grammar allows for the generation of prompts that describe a specific type of element in a dungeon (path, room, monster, treasure, or quest), located at a certain place along the path from the entrance to the end, and with various descriptive words and phrases. For example, a prompt generated using this grammar might be: +```ruby +Imagine a path in a narrow corridor leading from the entrance with twists and turns. +``` +This prompt tells the language model to generate a description of a path that is narrow and twisty, and leads from the entrance of the dungeon. The model can use its knowledge of fantasy role-playing games and dungeons to create a detailed and engaging description based on this prompt. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_69.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_69.txt new file mode 100644 index 0000000..ae22102 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_69.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = path\_segment | empty + +path\_segment = verb phrase "through" location | verb phrase "to" location | verb phrase "from" location + +verb\_phrase = verb "ing" noun + +verb = "walk" | "run" | "creep" | "sneak" + +noun = "the" type\_name + +type\_name = "corridor" | "tunnel" | "passageway" | "cave" | "staircase" + +location = "the entrance" | "the end of the path" | location\_segment + +location\_segment = "the" direction "side of" room + +direction = "north" | "south" | "east" | "west" + +room = "the" room\_name + +room\_name = "guard chamber" | "treasure room" | "boss chamber" | "prison cell" | "labyrinth" | "maze" + +empty = "" + +This grammar defines a path as a sequence of one or more path segments, where each segment consists of a verb phrase followed by a location. The verb phrase consists of a verb and a noun, where the noun is a type name (e.g., "corridor") modified by the definite article "the". The location can be either the entrance, the end of the path, or a location segment. A location segment consists of a direction (e.g., "north") and a room, where the room is specified using the definite article "the" and a name (e.g., "guard chamber"). + +For example, the following prompt would be generated by this grammar: + +"Generate a variant array of size 3 for creating a path through the dungeon. Verb phrase: walk ing corridor; Place: the entrance connected with the north side of guard chamber." + +This prompt asks the language model to generate three different ways to describe walking through a corridor at the entrance of the dungeon, which leads to the north side of the guard chamber. The language model can use its knowledge of fantasy role-playing games and dungeons to generate appropriate descriptions. For example, it might generate descriptions such as: + +* "You walk down a narrow, dimly lit corridor, feeling a sense of unease as you approach the north side of the guard chamber." +* "You tread carefully along a winding passageway, your senses on high alert as you make your way to the north side of the guard chamber." +* "You jog down a long, straight tunnel, your heart pounding in your chest as you near the north side of the guard chamber." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_7.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_7.txt new file mode 100644 index 0000000..82631f2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_7.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```makefile +path ::= place (',' place)* 'to' place +place ::= type_name with_a term2 connected_with place2 +type_name ::= 'weapon' | 'spell' | 'artifact' | 'magic item' | 'treasure' | 'monster' | 'quest' | 'challenge' | 'theme' | 'drama' | 'music' | 'art' | 'secrets' | 'occult' | 'reveal' | 'hero journey' +with_a ::= 'with a' +term2 ::= term1 | (term1 'and' term1)* +term1 ::= 'powerful' | 'dangerous' | 'magical' | 'mysterious' | 'ancient' | 'rare' | 'evil' | 'good' | 'cursed' | 'blessed' +connected_with ::= 'connected with' +place2 ::= place | type_name +``` +In this grammar, a `path` consists of one or more `place`s separated by commas, followed by the word "to" and another `place`. Each `place` is made up of a `type_name`, which can be any of the terms in the `type_terms` list provided in the code snippet, followed by the words "with a" and a `term2`. A `term2` can be a single `term1` or a sequence of one or more `term1`s separated by the word "and". The `place2` at the end of the production for `connected_with` allows for recursion, so that multiple connected `place`s can be generated. + +Here is an example of how this grammar could be used to generate a prompt: +```makefile +path : "the entrance" , "the treasure room" to "the boss fight" + +type_name : "treasure" +term2 : "powerful", "ancient" +place2 : "the labyrinth" + +prompt = "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : create; Type Name: treasure; Place: the labyrinth connected with the treasure room What is your response? Please generate variant array of size 3" +``` +This prompt could be used as input to the code provided in the snippet to generate three variations on a path from the entrance of a dungeon to a boss fight, where the path includes a powerful and ancient treasure located in a labyrinth connected to a treasure room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_70.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_70.txt new file mode 100644 index 0000000..ee1c1cd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_70.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a path through the dungeon from the entrance to the end, with the following elements:" + * + + ::= + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + + ::= "has" | "guards" | "protects" | "leads to" | "blocks" + | "requires" | "contains" | "is surrounded by" + + ::= + + ::= | "connected with" + + ::= "the country" | "the region" | "the city" + | "the street" | "the house" | "the building" + | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "platos cave" + | "garden of eden" | "the river styx" + | "the restaurant at the end of the universe" +``` +This grammar allows for generating prompts that describe a path through a dungeon with various elements, such as weapons, monsters, and quests. Each element has a type name, verb, and two places. The type name is one of a predefined list of options. The verb is also predefined and describes the relationship between the element and the two places. The first place (`place1`) is a single `place-name`, while the second place (`place2`) can be either a single `place-name` or a combination of a `place-name` and the string "connected with". A `place-name` is one of several predefined options. + +An example prompt generated by this grammar might look like: +```vbnet +Imagine a path through the dungeon from the entrance to the end, with the following elements: + weapon guards the city connected with the region; + spell has the labyrinth blocked by the cave; + artifact contains the vault surrounded by the hideout. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_71.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_71.txt new file mode 100644 index 0000000..018528d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_71.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: +```css +path ::= entrance room* end + +entrance ::= "the entrance" + +end ::= "the end" | "a treasure chest" | "a boss monster" + +room ::= "a room" | "a hallway" | "a labyrinth" | "a cave" | "a swamp" + | "a chest" | "a bag" | "a wallet" | "a vault" | "a keep" + | "a hideout" | "plato's cave" | "the garden of eden" + | "the river styx" | "the restaurant at the end of the universe" + +modifier ::= "dark and damp" | "full of traps" | "guarded by monsters" + | "filled with treasure" | "quiet and peaceful" + +room ::= modifier room +``` +This grammar defines a `path` as starting at the `entrance`, followed by zero or more `room`s, and ending at one of several possible endpoints. A `room` can be modified with various adjectives to describe its appearance and contents. + +Using this grammar, we can generate prompts such as: + +* "Generate a path from the entrance to a treasure chest, starting with a dark and damp room filled with traps." +* "Create a path from the entrance to a boss monster, going through a quiet and peaceful hallway, followed by a labyrinth full of traps, and ending at the boss monster's lair." +* "Design a path from the entrance to the end of the universe, starting with a room guarded by monsters, followed by a vault filled with treasure, and ending at the restaurant at the end of the universe." + +These prompts can be used as input to the code provided in the original question to generate descriptions for each step of the path. The generated descriptions can then be used to create a text-based adventure game or other type of interactive experience. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_72.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_72.txt new file mode 100644 index 0000000..adfae66 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_72.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "in" place "with a" attribute "doing" verb +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult reveal" | "hero journey" +attribute -> "beautiful" | "powerful" | "magical" | "deadly" | "ancient" | "mysterious" | "rare" | "legendary" +place -> "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" +verb -> "protecting" | "attacking" | "guiding" | "solving" | "defeating" | "creating" | "discovering" +``` +This grammar can be used to generate prompts by combining different values for `type_name`, `attribute`, `place`, and `verb`. For example, the following prompt would be generated by this grammar: + +*Imagine a weapon in a country with a beautiful design doing protecting* + +You could use this grammar as a starting point to create more complex prompts for generating different elements of your dungeon. You can add or remove non-terminals and terminals, as well as modify the production rules to fit the needs of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_73.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_73.txt new file mode 100644 index 0000000..16c0363 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_73.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { | }* + + ::= "entering" + | "exiting" + + ::=
? + + ::= "the" * + + ::= "dark" | "dusty" | "secret" | ... + + ::= "entrance" | "hallway" | "stairs" | ... + +
::= ", a " + | "full of " + | "guarding by " + | "with a " + + ::= "walking down the" + + ::= "descending" + | "ascending" + + ::= "chest" | "pile of gold" | ... + + ::= "troll" | "dragon" | ... + + ::= "inscription" | "lever" | ... +``` +This grammar allows for generating a path through the dungeon that starts at the entrance, goes through multiple rooms, hallways, and stairs, and ends in another room. Each room has a name and optional details, such as treasure or a monster. Hallways and stairs also have descriptions. The grammar can be expanded with more options by adding new alternatives to existing rules or new rules for different elements of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_74.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_74.txt new file mode 100644 index 0000000..2bf377f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_74.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= {path} + +path ::= entrance room {room} exit + +entrance ::= "the entrance" + +exit ::= "the exit" | "a secret passage" + +room ::= "a room" | "a hallway" | "a chamber" | "a cavern" + +The non-terminals `entrance`, `exit`, and `room` can be expanded with additional details or variations as desired. For example, the `room` non-terminal could be expanded to include different types of rooms, such as a treasure room or a monster den. The `path` non-terminal could also be expanded to include multiple exits and branches, leading to a more complex dungeon layout. + +This grammar can generate prompts by instantiating the non-terminals with specific values and concatenating them together into a single string. For example, the following prompt could be generated using this grammar: + +*Imagine a path through the dungeon starting at the entrance and going all the way to the exit. The entrance is a narrow passage leading from the surface into the depths of the dungeon. The first room is a large chamber with high ceilings and stone pillars, lit by flickering torches. This room is connected to a narrow hallway with smooth walls and a low ceiling, which leads to a small room with a single exit. The exit is a hidden passage leading to the next part of the dungeon.* + +This prompt can then be used as input to a language model or other AI system to generate descriptions or other content for the dungeon. By varying the specific values instantiated in the grammar, different types of prompts and content can be generated. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_75.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_75.txt new file mode 100644 index 0000000..7c88090 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_75.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby + ::= { "" } + + ::= + + ::= "Imagine" { "," } "in" "." + + ::= "Consider" "the" "connecting" "to" "." + + ::= | "up" | "down" + + ::= "north" | "south" | "east" | "west" +``` +This grammar defines a `` as a series of connected ``s. Each `` has a ``, and is connected to the next room via an ``. The `` specifies which direction the exit leads, and can be either a cardinal direction (north, south, east, or west) or "up" or "down". + +This grammar could be used to generate prompts such as: + +* Imagine a dark, damp cave in a swamp. Consider the entrance connecting to a small chamber with a chest. +* Consider the exit to the north leading to a large cavern filled with glowing crystals. +* Imagine a hidden door in the wall of a dimly lit hallway. Consider the passageway behind the door connecting to a secret room with a treasure hoard. + +This grammar could be extended or modified to include additional elements, such as monsters, quests, and other elements of a typical RPG setting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_76.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_76.txt new file mode 100644 index 0000000..f5c7a6a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_76.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +dungeon := entrance room* exit +entrance := "the entrance" +exit := "the exit" +room := type_name place verb variant* +type_name := weapon | spell | artifacts | magic_items | treasure | monster | quest | challenge | theme | drama | music | art | secrets | occult | reveal | hero_journey +place := the_country | the_region | the_city | the_street | the_house | the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | the_room | the_hallway | the_chest | the_bag | the_wallet | the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | the_river_styx | the_restaurant_at_the_end_of_the_universe +verb := role-play | specify | encode | code | program | prove | create | design | create_descriptions_for_an_artist | create_descriptions_for_an_artist_to_design_a_comic_book_panel | analyse | lift | shift | splice | quote | quasi-quote | quasi-quine-quote | quasi-quine-quote-in-ocaml | quasi-quine-quote-in-ocaml-coq-metacoq | quasi-quine-quote-in-ocaml-coq-metacoq-introspector | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quote +variant := "variation" i "of" size +i := [1-9] +size := [1-9]* +``` +This grammar defines a dungeon as having an entrance, one or more rooms, and an exit. Each room is defined by its type (weapon, spell, etc.), place (country, region, city, etc.), and verb (role-play, specify, etc.). The variant keyword can be used to generate multiple variations of a given room, with the "i" variable representing the index of the variation and the "size" variable representing the number of variations. + +You could use this grammar to generate prompts for creating the dungeon by randomly selecting elements from each non-terminal in the grammar. For example, a prompt generated using this grammar might look like: +```vbnet +Create a room with type "weapon" and place "the_country" that is "role-played" by a player. Generate 3 variations of this room. +``` +By combining prompts like this, you can generate a complete dungeon for your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_77.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_77.txt new file mode 100644 index 0000000..c9f4901 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_77.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon ::= [path] +path ::= "Enter" location (movement location)* "Exit" +location ::= room | hallway | cave | dungeon +room ::= "a" type_name ("with a" trait)* ("connected to" location)* +hallway ::= "the" place ("connected to" location)* +cave ::= "the" place ("connected to" location)* +dungeon ::= "the" place +type_name ::= "room" | "corridor" | "chamber" | ... +trait ::= "filled with" trait_item | "guarded by" monster | ... +trait_item ::= "treasure" | "monsters" | "secret door" | ... +monster ::= "goblin" | "troll" | "dragon" | ... +place ::= "entrance" | "exit" | "junction" | "dead end" | ... +movement ::= "walk" | "creep" | "crawl" | "climb" | "fly" | ... +``` +This grammar defines a `dungeon` as one or more `path`s through the dungeon. A `path` is defined as entering a `location`, followed by zero or more movements between `location`s, and exiting at another `location`. The possible types of `location`s are `room`, `hallway`, `cave`, and `dungeon`. + +A `room` is defined as a type of room (e.g. "a chamber"), optionally followed by one or more traits (e.g. "filled with treasure", "guarded by goblins"). A `room` can also be connected to other `location`s via doors or passages. + +A `hallway`, `cave`, and `dungeon` are defined as a specific place in the dungeon (e.g. "the entrance", "a dead end"). These types of `location`s cannot have traits or be connected to other `location`s. + +The possible types of `type_name` include "room", "corridor", "chamber", and any other type of room that may exist in the dungeon. The possible `trait`s include "filled with treasure", "guarded by monsters", and any other trait that may be associated with a room. The possible `trait_item`s include "treasure", "monsters", "secret door", and any other item that may be found in a room. The possible `monster` types include "goblin", "troll", "dragon", and any other type of monster that may exist in the dungeon. The possible `place`s include "entrance", "exit", "junction", "dead end", and any other place that may be found in the dungeon. The possible `movement` types include "walk", "creep", "crawl", "climb", "fly", and any other movement type that may be used to traverse the dungeon. + +This is just an example of a possible grammar for generating prompts for creating a dungeon, and it can be adjusted or expanded as needed to fit the specific needs of your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_78.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_78.txt new file mode 100644 index 0000000..716a60b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_78.txt @@ -0,0 +1,177 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```scss +path := entrance room* treasure_chest exit + +entrance := "You enter the dungeon through the" description + +room := "In this room, you see" description "with a" description "connected to" direction + | "In this room, there is a secret door leading to" direction + +treasure_chest := "At the end of the path, you find a treasure chest containing" description + +exit := "You exit the dungeon through the" description + +description := noun_phrase verb_phrase + +noun_phrase := article noun | article adjective* noun + +article := "a" | "an" | "the" + +noun := "small room" | "large chamber" | "dark hallway" | "twisting passageway" | ... + +adjective := "dimly lit" | "cramped" | "dusty" | "ancient" | "magical" | ... + +verb_phrase := verb (noun_phrase | prepositional_phrase)* + +verb := "is filled with" | "has" | "contains" | "guards" | "protects" | ... + +prepositional_phrase := preposition noun_phrase + +preposition := "with" | "connected to" | "leading to" | "containing" | ... +``` +This grammar can be used to generate prompts for creating a dungeon, by selecting elements from the grammar and combining them in a way that makes sense. For example, one possible prompt generated from this grammar could be: + +"You enter the dungeon through the dimly lit entrance. In this room, you see a small room with a magical artifact connected to a dusty hallway leading to another small room with an ancient treasure guarded by a group of goblins." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_79.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_79.txt new file mode 100644 index 0000000..03ec9e2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_79.txt @@ -0,0 +1,224 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-path ::= entrance room* treasure-room exit + +entrance ::= "the entrance" + +treasure-room ::= "a treasure room with a " type_name + +type_name ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure") + +room ::= place description? + +place ::= ( "the country" + | "the region" + | "the city" + | "the street" + | "the house" + | "the building" + | "the dungeon" + | "the labyrinth" + | "the cave" + | "the swamp" + | "the room" + | "the hallway" + | "the chest" + | "the bag" + | "the wallet" + | "the vault" + | "the keep" + | "the hideout" + | "plato's cave" + | "garden of eden" + | "the river styx" + | "the restaurant at the end of the universe") + +description ::= ("containing " (item | monster)*) + | ("filled with " scene)* + +item ::= ("a " type_name) + | ("an " artifact) + +monster ::= ("a " monstrous_creature) + +artifact ::= (("ancient" | "cursed" | "powerful") "artefact") + | (("rare" | "unique" | "legendary") "treasure") + +monstrous_creature ::= ("goblin" | "orc" | "troll" | "dragon" | "lich") + +scene ::= ("a group of " enemies) + | ("a horde of " monsters) + | ("a tribe of " goblins | "orcs" | "trolls") + | ("a pack of " wolves | "bears") + | ("a swarm of " rats | "bats") + | ("a legion of " undead) + | ("a coven of " witches) + +enemies ::= (count monster)* + +count ::= "a few" | "several" | "a group of" | "a horde of" + +monsters ::= (type_name | monstrous_creature)+ + +exit ::= "the exit" +``` +This grammar defines a `dungeon-path` as starting with an `entrance`, followed by zero or more `room`s, and ending with a `treasure-room` and an `exit`. Each `room` is defined as a `place` with an optional `description`. A `description` can be either a list of `item`s or a series of `scene`s. An `item` can be a specific type of object, such as a weapon or spell, or it can be an artifact or treasure. A `monster` is defined as a specific creature, while an `artifact` is an important and valuable item, and a `treasure` is a valuable but not necessarily unique or legendary item. A `scene` describes the inhabitants of a room, such as a group of enemies, a horde of monsters, or a tribe of goblins. + +This grammar can be used to generate prompts for creating different parts of the dungeon by selecting specific production rules and filling in the necessary information. For example, to generate a prompt for creating a room with a weapon and a group of enemies, you could use the following production rule: +```less +room ::= place description? +description ::= ("containing " (item | monster)*) +item ::= ("a " type_name) +monster ::= ("a " monstrous_creature) +type_name ::= "weapon" +monstrous_creature ::= "goblin" +place ::= "the room" +``` +This would produce the following prompt: +```less +Create a room containing a weapon and a goblin. +``` +By selecting different production rules and filling in the necessary information, you can generate a wide variety of prompts for creating different parts of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_8.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_8.txt new file mode 100644 index 0000000..cfc8eb3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_8.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= | | | + ::= "From the entrance, you walk through" "and arrive at" "." + ::= "You enter a" "room." + ::= "A" " attacks!" + ::= "You find a" "chest containing" "." + ::= | + ::= | "the end of the dungeon" + ::= "small" | "medium" | "large" | "dark" | "mysterious" + ::= "" + ::= "dimly-lit" | "musty" | "ancient" + ::= "cave" | "corridor" | "chamber" + ::= "goblin" | "troll" | "dragon" + ::= "a pile of gold coins" | "a magical sword" | "a rare gemstone" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar can be used to generate a variety of different prompts for creating different elements of a dungeon, such as rooms, monsters, and treasures. The `` non-terminal is used to generate a prompt for describing the path through the dungeon from the entrance to the end, while the other non-terminals can be used to generate prompts for creating specific elements of the dungeon. + +To use this grammar to generate prompts, you would need to parse the grammar and then generate a string by concatenating together the tokens that are selected during parsing. For example, if the parser selected the `` non-terminal, it might generate the following prompt: "From the entrance, you walk through a dimly-lit cave and arrive at a medium chamber." + +You can also add more elements to this grammar such as puzzles, traps, NPCs etc. Also, you can change or adjust the grammar according to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_80.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_80.txt new file mode 100644 index 0000000..b619a25 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_80.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```makefile +path ::= (room | hallway | corridor) 'to' (room | hallway | corridor)* +room ::= 'the' room\_name ('connected' 'to' hallway | 'connected' 'to' corridor)? +hallway ::= 'the' hallway\_name ('connects' room | 'connects' corridor)* +corridor ::= 'the' corridor\_name ('connects' room | 'connects' hallway | 'joins' corridor)* +room_name ::= 'entrance' | 'throne_room' | 'library' | ... +hallway_name ::= 'main_hallway' | 'west_wing' | 'east_tower' | ... +corridor_name ::= 'north_corridor' | 'south_passage' | 'secret_tunnel' | ... +``` +In this grammar, a `path` is defined as a sequence of one or more `room`, `hallway`, or `corridor` elements separated by the keyword "to". Each `room`, `hallway`, or `corridor` has a name that is specified using the `room_name`, `hallway_name`, or `corridor_name` non-terminal symbols, respectively. + +A `room` may be connected to a `hallway` or `corridor` by specifying the connection after the room name. A `hallway` must connect to at least one `room`, and may optionally connect to additional rooms or corridors. A `corridor` may join other corridors, connect to rooms or hallways. + +You can use this grammar as a starting point for generating prompts for creating the dungeon. You can expand it by adding more non-terminal symbols and rules for different types of elements that you want to include in your dungeon (e.g., treasures, traps, monsters). + +For example, if you want to generate a prompt for creating a treasure in a room, you could add the following rule to the grammar: +```makefile +treasure ::= 'the' treasure_name ('is hidden in' room | 'is guarded by' monster)* +treasure_name ::= 'golden_chest' | 'magic_orb' | 'ancient_scroll' | ... +monster ::= 'a' monster_name ('guards' treasure | 'blocks' path)* +monster_name ::= 'dragon' | 'goblin' | 'skeleton' | ... +``` +You can then use this grammar to generate a prompt for creating a treasure by combining the `path`, `treasure`, and `monster` rules as needed. For example, the following prompt could be generated using the grammar: + +"Imagine a path that goes from the entrance of the dungeon, through the main hallway, and into the throne room. The golden chest is hidden in the throne room, guarded by a dragon. The dragon blocks the path to the ancient scroll, which is located in the library, connected to the throne room by a secret tunnel." + +You can further extend this grammar to include other elements like traps, puzzles, NPCs and so on as per your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_81.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_81.txt new file mode 100644 index 0000000..2bb75ea --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_81.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +path := entrance room* end +entrance := "the entrance" +end := "the end of the dungeon" +room := type_name place description? +type_name := "a" weapon | "a" spell | "an" artifact | ... +place := "in the" region | "in the" city | ... +description := ". It is a dark and damp room with" monster* quest* +monster := "guarded by a" creature | "haunted by a" ghost +creature := "goblin" | "orc" | ... +ghost := "spirit" | "wraith" | ... +quest := "holding the clue for" task | "where you can find" treasure +task := "the cure for the plague" | "the lost artifact" | ... +treasure := "a chest filled with gold and jewels" | "an ancient map" | ... +``` +This grammar defines a `path` through the dungeon, starting at the entrance and ending at the end of the dungeon. A path is made up of one or more `room`s, which are defined by a `type_name` (such as "a weapon room" or "an artifact room") and a `place` (such as "in the city" or "in the cave"). Each room may also have an optional `description`, which can include monsters, quests, and other elements of a typical RPG setting. + +The grammar uses EBNF notation to define the various components of a path. For example, the `path` component is defined as a sequence of `entrance`, zero or more `room`s, and `end`. The `type_name` component is defined using the "|" operator to specify two alternatives: "a weapon room" or "a spell room". The `place` component uses the "*" operator to indicate that it can be repeated any number of times. + +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_82.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_82.txt new file mode 100644 index 0000000..502a69c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_82.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```ruby + ::= | + ::= "move" + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" + ::= "powerful" | "deadly" | "ancient" | "rare" + ::= "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" + ::= "the" "" + ::= "fight" | "avoid" | "discover" | "complete" + ::= | + ::= "using" | "by solving" + ::= "a potion" | "a scroll" | "a key" + ::= "a riddle" | "a maze" | "a trap" +``` +This grammar can be used to generate prompts for creating a variety of dungeon elements, such as weapons, spells, artifacts, magic items, treasure, monsters, and quests. The `` nonterminal represents the path through the dungeon, starting at the entrance and going all the way to the end. The `` nonterminal represents a single movement in a direction, such as "move north" or "move east". The `` nonterminal represents a specific type of element in the dungeon, such as a weapon or a monster. The `` nonterminal represents an event that occurs when the player encounters a dungeon element, such as fighting a monster or completing a quest. + +Here is an example of how this grammar can be used to generate a prompt for creating a dungeon: +```vbnet +move north +move west +fight the powerful weapon "the sword of destiny" "" +avoid the deadly treasure "the cursed gold" "" +discover the ancient artifact "the staff of power" "using a potion" +complete the quest "the dragon's hoard" "by solving a maze" +``` +This prompt instructs the user to move north and west, fight a powerful weapon called "the sword of destiny", avoid a deadly treasure called "the cursed gold", discover an ancient artifact called "the staff of power" using a potion, and complete a quest called "the dragon's hoard" by solving a maze. The `` nonterminal has been replaced with specific descriptions to provide more context for the events. + +Overall, this grammar provides a flexible framework for generating prompts that can be used to create a wide variety of dungeons. It can be customized and extended as needed to fit different game mechanics or settings. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_83.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_83.txt new file mode 100644 index 0000000..6d7f529 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_83.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-prompt ::= "Imagine" "a" type-name "in" place +type-name ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey") +place ::= (("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") ("connected with" place-2)?) +place-2 ::= (("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe")) +``` +This grammar defines a `dungeon-prompt` which consists of an "Imagine" keyword followed by a type name and a place. The type name is one of the terms in the `type-name` production, which includes all the terms from your code example. The place is defined using two non-terminals: `place` and `place-2`. The `place` non-terminal represents the first part of the place definition (e.g "the country") while `place-2` represents the second part (e.g "connected with the city"). This allows for generating prompts such as "Imagine a weapon in the country connected with the city" or "Imagine a spell in the swamp". + +Additionally, you could add some rules to generate more complex paths through the dungeon. For example: +```python +path ::= (dungeon-prompt | path "then" dungeon-prompt) +``` +This would allow for generating prompts such as "Imagine a weapon in the country connected with the city then imagine a spell in the swamp". + +You could also add some more variations to the `place` non-terminal, like: +```python +place ::= (("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") ("connected with" place-2)? | (place "then" place)) +``` +This would allow for generating prompts such as "Imagine a weapon in the country connected with the city then imagine a spell in the room". + +You could add more variations and rules to make the grammar more flexible, or even use different grammars for different parts of the dungeon creation process. + +Please note that this is just an example, you can adjust it as per your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_84.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_84.txt new file mode 100644 index 0000000..a2150dc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_84.txt @@ -0,0 +1,216 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon-path ::= path-segment* + +path-segment ::= room-description door-description + +room-description ::= "Entering the " room-type " room, you see " description + +room-type ::= "training" | "treasure" | "boss" | ... + +description ::= (character-description | object-description) + + +character-description ::= "a " character-name ", " role + +object-description ::= "a " object-name ", " attribute + +character-name ::= "warrior" | "mage" | "thief" | ... + +object-name ::= "chest" | "table" | "statue" | ... + +role ::= "brandishing a sword" | "muttering incantations" | "picking locks" | ... + +attribute ::= "filled with gold" | "covered in cobwebs" | "guarded by goblins" | ... + +door-description ::= "A " door-type " leads to the " adjacent-room-type + +door-type ::= "wooden" | "iron" | "secret" | ... + +adjacent-room-type ::= "training" | "treasure" | "boss" | ... + +This grammar describes a dungeon as a series of connected rooms, with each room having a specific type and containing various characters and objects. The door leading to the next room is also described in terms of its type and the type of the adjacent room. This grammar can be used to generate prompts by expanding the non-terminal symbols into more detailed descriptions, using the type_terms, verbs, and places lists provided earlier. For example: + +dungeon-path ::= path-segment* + +path-segment ::= room-description door-description + +room-description ::= "Entering the " room-type " room, you see " description + +room-type ::= (terms | artifacts | treasure | monsters | quests | challenges) + +terms ::= element(type\_terms) + +artifacts ::= element(type\_terms) with a magic property + +treasure ::= element(type\_terms) filled with gold and gems + +monsters ::= element(type\_terms) guarded by (terms | monsters) + +quests ::= element(type\_terms) connected with an epic quest + +challenges ::= element(type\_terms) that requires great strength + +description ::= (character-description | object-description)* + +character-description ::= "a " character-name ", " verb + +object-description ::= "a " object-name ", " attribute + +character-name ::= "warrior" | "mage" | "thief" | ... + +verb ::= element(verbs) + +object-name ::= "chest" | "table" | "statue" | ... + +attribute ::= (element(type\_terms) | element(places)) + +door-description ::= "A " door-type " leads to the " adjacent-room-type + +door-type ::= "wooden" | "iron" | "secret" | ... + +adjacent-room-type ::= (terms | artifacts | treasure | monsters | quests | challenges) + +This grammar can be used to generate a wide variety of prompts for creating a dungeon, by randomly selecting elements from the type\_terms, verbs, and places lists and combining them in different ways. The resulting prompts can then be used as input to the code provided earlier, to automatically generate the descriptions of the dungeon and its inhabitants. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_85.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_85.txt new file mode 100644 index 0000000..37e7537 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_85.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` +prompt ::= "Imagine" "a" type_name "with a" type_name2 "in" place "connected with" place2 +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_name2 ::= (type_name | "description for an artist" | "description for an artist to design a comic book panel") +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +place2 ::= place | "another" place +``` +This grammar can be used to generate prompts for creating different elements of a dungeon by combining different type names and places. For example, a prompt generated from this grammar might look like: + +"Imagine a weapon with a description for an artist in the country connected with another city" + +You could also use this grammar as a starting point and expand it to include more elements of a dungeon or to create more specific prompts. For example, you might add additional type names for different kinds of weapons or monsters, or you might include more detailed descriptions of the places in the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_86.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_86.txt new file mode 100644 index 0000000..bd338d0 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_86.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type-modifier ::= "small" | "medium" | "large" +type-quantity ::= "one" | "two" | "three" | "four" | "five" | "six" | "seven" | "eight" | "nine" | "ten" +type-property ::= "dangerous" | "magical" | "rare" | "powerful" | "cursed" +verb ::= "create" | "design" | "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the staircase" | "the corridor" | "the entrance" | "the exit" | "connected with" +path ::= place (path-modifier path)* +path-modifier ::= "/" type-modifier | "/" type-quantity | "/" type-property +prompt ::= dungeon-prompt type-name (path | verb) (place | path-modifier | type-modifier | type-quantity | type-property)+ +``` +This grammar allows you to generate prompts for creating different types of objects in the dungeon, such as weapons or monsters, and specifying their properties. It also allows you to describe a path through the dungeon, starting at the entrance and going all the way to the end, by connecting different places using path-modifiers such as "/small", "/two", or "/cursed". + +You can use this grammar to generate prompts for creating the dungeon by expanding the non-terminals until you reach a terminal symbol. For example, here is how you could generate a prompt for creating a small, magical treasure in a room connected with a staircase: +```makefile +prompt -> dungeon-prompt type-name path +dungeon-prompt -> "Imagine" +type-name -> "treasure" +path -> place path-modifier +place -> "the room" +path-modifier -> "/small" +path-modifier -> "/magical" +``` +This would expand to: +```makefile +Imagine treasure the room /small /magical +``` +You can then use this prompt as input for your code generation or simulation. You can also add more non-terminals and terminals to the grammar to generate more complex prompts, such as prompts that specify multiple types of objects with different properties in different places, or prompts that describe a sequence of actions to be performed in the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_87.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_87.txt new file mode 100644 index 0000000..c45007a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_87.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```css + ::= { } + + ::= "the entrance" | "the treasure room" | "the boss room" | ... + + ::= "north of" | "south of" | "east of" | "west of" +``` +This grammar defines a `` as a sequence of one or more connected ``s, with each pair of rooms being connected by a ``. The `` non-terminal can be expanded to any specific room in the dungeon, such as "the entrance" or "the treasure room". The `` non-terminal defines the directions that can be used to connect two rooms. + +For example, a valid path through the dungeon might look like this: +```less +the entrance north of the guard post east of the treasure room +``` +This path consists of three rooms ("the entrance", "the guard post", and "the treasure room") connected by two directions ("north of" and "east of"). + +Using this grammar, we can generate a wide variety of different prompts for creating paths through a dungeon. We can also extend the grammar to include other elements of the dungeon, such as monsters, treasures, and quests, by adding new non-terminals and rules. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_88.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_88.txt new file mode 100644 index 0000000..f30c19b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_88.txt @@ -0,0 +1,154 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= +``` +This grammar allows for generating prompts that involve a `` (such as "Imagine", "Consider", etc.), a `` (such as "weapon", "monster", etc.), a `` (such as "role-play", "specify", etc.), and a `` (such as "the country", "the dungeon", etc.). The `` nonterminal can be used to generate a sequence of such prompts, which could describe a path through the dungeon starting at the entrance and going all the way to the end. + +For example, a possible generated prompt using this grammar would be: "Consider a weapon with a magical power in the dungeon connected with the treasure room". +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_89.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_89.txt new file mode 100644 index 0000000..22c0639 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_89.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" ";" + ::= { "then" } + ::= "going from" "to" + ::= { "connected with" } +``` +In this grammar, `` represents the full prompt string that will be used to generate a variant array of size `try_n`. The `` non-terminal represents the path through the dungeon, which is composed of one or more ``s. Each `` describes going from one `` to another. A `` can consist of a single ``, or multiple places connected together with "connected with" clauses. + +This grammar can be used to generate prompts that describe different paths through the dungeon, starting at the entrance and ending at some other location. For example: +```vbnet +Imagine going from the entrance to the throne room then going from the throne room to the treasure vault; +``` +This prompt would generate a path through the dungeon that goes from the entrance to the throne room, and then continues on to the treasure vault. The `` non-terminals in this prompt are "the entrance", "the throne room", and "the treasure vault". These locations are connected together with "connected with" clauses to form a complete path through the dungeon. + +This grammar can be extended or modified as needed to generate prompts for other aspects of the dungeon, such as generating descriptions for weapons, spells, artifacts, and so on. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_9.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_9.txt new file mode 100644 index 0000000..dd78379 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_9.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less +dungeon_prompt ::= "Imagine" "a" type_name "path" "through" the_dungeon +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +the_dungeon ::= the_location (connected_by the_connection) the_location +the_location ::= "the country" | "the region" | "the city" | "the street" + | "the house" | "the building" | "the dungeon" + | "the labyrinth" | "the cave" | "the swamp" + | "the room" | "the hallway" | "the chest" + | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" + | "plato's cave" | "garden of eden" | "the river styx" + | "the restaurant at the end of the universe" +the_connection ::= "entrance" | "path" | "corridor" | "door" | "gate" + | "staircase" | "elevator" | "teleporter" +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, with each location on the path being connected by some kind of connection (e.g. a door or a staircase). The type of the path (e.g. a weapon or a spell) is specified at the beginning of the prompt. + +For example, here is a sample prompt that could be generated using this grammar: + +"Imagine a treasure path through the dungeon connected by the entrance and the hallway." + +This prompt asks the user to imagine a path through a dungeon that is a treasure, starting at the entrance and leading to the hallway. The user can then use their imagination to fill in the details of the path, such as what kind of treasure it is, what obstacles or challenges they might encounter along the way, and so on. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_90.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_90.txt new file mode 100644 index 0000000..e114cd2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_90.txt @@ -0,0 +1,226 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```ruby + ::= "Imagine" "a" + + ::= * + + ::= "a" "connected to" "which leads to" + + ::= ( | ) + | ("the" ) + + ::= "starting" + | "middle" + | "end" + | "boss" + | "safe" + | "trap" + | "puzzle" + + ::= + | + + ::= ( | ) + + ::= "straight" + | "twisting" + | "narrow" + | "wide" + + ::= + | + + ::= ("the" ) + | ("the" "at the end of the path") + + ::= "filled with" + | + + ::= ( | | ) + + ::= ("a" ) + | ("the" ) + + ::= "goblin" + | "orc" + | "troll" + | "dragon" + | "lich" + + ::= + | + + ::= ("a" ) + | ("the" ) + + ::= "chest" + | "pile of gold" + | "rare gemstone" + | "magic scroll" + + ::= + | + + ::= ("a" ) + | ("the" ) + + ::= "sword of legend" + | "staff of power" + | "armor of invincibility" + | "ring of teleportation" + + ::= + | + + ::= "dark" + | "damp" + ... +``` +This grammar includes rules for generating a variety of dungeon elements, such as rooms and corridors, as well as rules for describing those elements with adjectives and other properties. The `` rule combines multiple ``s to create a complete path through the dungeon, starting at the entrance (the "starting" room) and ending at the final boss or treasure room. + +To use this grammar, you can write a program that generates random paths through the dungeon by selecting elements from the various lists of options (e.g., ``, ``, etc.) and concatenating them together according to the rules of the grammar. You can then use the generated prompts as input to your language model or other AI system to create a detailed description of the dungeon. + +Note that this is just one example of how you might structure such a grammar, and there are many other ways you could design it depending on the specific needs of your project. You can customize this grammar by adding or removing rules, modifying existing rules, and adjusting the lists of options to include the elements that are most relevant for your dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_91.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_91.txt new file mode 100644 index 0000000..9a0cf4e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_91.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= | + ::= | | + ::= "We are at the entrance of the dungeon. What is in this room?" + ::= "We enter a chamber with a " " named " ". " ". What is in this room?" + ::= "We exit the dungeon through an exit to the " "." + ::= | " with a " + ::= " doing " + ::= + ::= connected with + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "secret door" | "hidden passage" | "lever" | "trap" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= | "dark alley" | "narrow path" | "river" | "forest" | "mountains" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" + ::= | "creating" | "summoning" | "defeating" | "opening" | "discovering" + ::= | "design" | "create" + ::= | "beautifully" | "intricately" | "magically" | "dangerously" + ::= | "adorned" | "guarded by" | "hidden behind" + ::= | "a " | "trap door" | "false wall" +``` +This grammar allows for generating a path through the dungeon starting at the entrance and going all the way to the ends, with each room containing a specific type of object or creature, described by the `` non-terminal. The name of this object or creature is generated by the `` non-terminal, which concatenates a verb and a second verb. The description of the object or creature is generated by the `` non-terminal, which concatenates several verbs together. Finally, the next room in the path is determined by the `` non-terminal, which concatenates a term with another term using "connected with". + +This grammar can be further expanded to include other elements such as NPCs, puzzles and traps. +It can also be used to generate prompts for creating different parts of the dungeon like a map or a list of treasures and monsters. + +Please note that this is just an example, you can adjust it according to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_92.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_92.txt new file mode 100644 index 0000000..61b3ff9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_92.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss +dungeon-prompt ::= "Imagine" "a" dungeon-type + "with" "an" entrance-type + "leading" "to" "a" goal-type + "through" room-sequence + ";" + +dungeon-type ::= "dungeon" | "labyrinth" | "maze" +entrance-type ::= "entrance" | "portal" | "gate" +goal-type ::= "treasure" | "exit" | "boss" +room-sequence ::= room ("," room)* + +room ::= room-description ("and" room-description)* + +room-description ::= room-feature* + +room-feature ::= "a" room-adjective "room" + | "an" exit-direction "exit" + | "a" monster + | "a" treasure-type + +room-adjective ::= "dark" | "twisty" | "secret" +exit-direction ::= "north" | "south" | "east" | "west" +treasure-type ::= "chest" | "statue" | "urn" +monster ::= "troll" | "dragon" | "goblin" +``` +This grammar defines a dungeon prompt as an entrance leading to a goal through a sequence of rooms. Each room can have zero or more features, such as being dark, having an exit in a certain direction, containing a monster, or containing treasure. The room-sequence non-terminal allows for multiple rooms to be specified, separated by commas. + +The grammar is written in Extended Backus-Naur Form (EBNF), which is a variant of Backus-Naur Form (BNF) that allows for additional notation such as repetition and optional elements. In this case, the `*` symbol is used to indicate zero or more occurrences of the preceding element, while the `?` symbol is used to indicate an optional element. The `|` symbol is used to indicate a choice between multiple alternatives. + +This grammar can be used in conjunction with a parser generator such as ANTLR or Yacc/Bison to generate a parser that can be used to parse prompts and extract the relevant information for generating the dungeon. Alternatively, it can be used manually to construct prompts by following the structure defined in the grammar. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_93.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_93.txt new file mode 100644 index 0000000..2d6f2ef --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_93.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= * + ::= | | + ::= | with a + ::= ( )* "big" | ( )* "dark" | ( )* "twisty" | ... + ::= "maze" | "labyrinth" | "dungeon" | "room" | "chamber" | "hallway" | ... + ::= "monster" | "treasure" | "trap" | "puzzle" | "secret" | ... + ::= "north" | "south" | "east" | "west" | "up" | "down" | ... + ::= "entrance" | "starting point" | "beginning" | ... + ::= "exit" | "end" | "goal" | ... +``` +The `*` symbol in the EBNF notation indicates that one or more of the preceding element can be repeated. The `|` symbol is used to separate alternatives. In this grammar, a dungeon consists of one or more paths, which are sequences of rooms connected by directions. A room can be described by an adjective and a noun, or it can have a type name associated with it (e.g., "monster", "treasure"). The entrance and exit elements are used to specify the starting and ending points of a path. + +You can use this grammar as starting point for your dungeon generator and add more details to make it more interesting, you could also use a tool like antlr or yacc to generate a parser from this grammar and use that in your program to generate dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_94.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_94.txt new file mode 100644 index 0000000..0be22ed --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_94.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine a" + + ::= { "- and -" } + + ::= ? + + ::= "path leading" | "tunnel turning" | "door opening to" | "staircase descending to" | "ladder ascending to" + + ::= ( "" | "" )* + + ::= any descriptive word or phrase, such as "dark", "twisting", "secret", "locked", etc. + + ::= any noun that could be found in a dungeon, such as "room", "chamber", "corridor", "passage", etc. + +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and leading all the way to the end, with each step on the path being described by a direction and an optional description. The direction indicates the type of path element (e.g. a path, tunnel, door, staircase, or ladder), and the description provides additional detail about that element, such as its size, shape, or appearance. + +Here are some examples of prompts generated using this grammar: + +* Imagine a path leading to a long, winding corridor with high ceilings and flickering torchlight. +* Imagine a tunnel turning into a small, cramped chamber filled with spider webs and the sound of dripping water. +* Imagine a door opening to a narrow, dimly-lit passage that turns sharply to the left. +* Imagine a staircase descending to a vast, echoing cavern filled with stalactites and glowing crystals. +* Imagine a ladder ascending to a hidden, dusty attic full of old trunks and forgotten treasures. + +This is just one example of how a grammar for generating prompts for creating a dungeon could be defined. There are many other ways that this grammar could be designed and extended to allow for the generation of more varied and complex prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_95.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_95.txt new file mode 100644 index 0000000..c1ea20b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_95.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon := {path}* + +path := path_segment* + +path_segment := room | hallway | staircase | treasure_room | boss_room + +room := "Enter a room with " type_name ", named " room_name ", with an entrance from the previous path_segment and exits to the next path_segment(s)." + +hallway := "Walk down a hallway, leading from the previous path_segment to the next path_segment." + +staircase := "Climb up or down a staircase, leading from the previous path_segment to the next path_segment." + +treasure_room := "Discover a treasure room, filled with " {quantity}* type_name ", guarded by " {quantity}* monster_name " and containing a puzzle that must be solved to obtain the treasure. The entrance to this room is from the previous path\_segment and the exit leads to the next path\_segment." + +boss_room := "Encounter the final boss, a " monster\_name ", in a large chamber. This is the end of the dungeon. The entrance to this room is from the previous path\_segment." + +type\_name := weapon | spell | artifact | magic\_item | treasure | monster | quest + +room\_name := string + +quantity := number + +number := [0-9]+ + +monster\_name := string +``` +This grammar generates a dungeon as a series of connected path segments, such as rooms, hallways, staircases, treasure rooms, and boss rooms. The `room`, `hallway`, and `staircase` non-terminals describe the basic layout of each type of path segment. The `treasure_room` non-terminal adds a puzzle that must be solved to obtain the treasure and guards it with monsters. The `boss_room` non-terminal describes the final encounter with the boss at the end of the dungeon. + +The `type_name` non-terminal allows for various types of items, monsters, and quests to be included in the dungeon. The `room_name` non-terminal generates a name for each room, and the `quantity` non-terminal generates a number indicating how many of a particular type of item or monster are present. + +The grammar can be extended with additional rules to generate more complex dungeons, such as adding traps, puzzles, or NPCs. The grammar can also be modified to generate prompts for different types of adventures, such as a space station or a haunted house. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_96.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_96.txt new file mode 100644 index 0000000..f5fdcda --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_96.txt @@ -0,0 +1,196 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" + + ::= "a path from the entrance to the end" + | "a path from the entrance to the end, passing through" + + ::= + | "," + + ::= "" + + ::= "a" | "an" | "the" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult reveal" | "hero journey" + + ::= "-filled room" + | "-themed room" + | "-infested room" + | "of doom" + | "final" "showdown room" + + ::= "in" + + ::= | "with a" + + ::= "filled with" | "infested by" | "guarded by" + | "haunted by" | "ruled by" | "hidden behind" + | "reachable through" | "leading to" | "holding" + + ::= | "dark and" + | "eerie" | "spooky" | "mysterious" + + ::= "treasure-filled" | "monster-infested" + | "dangerous" | "deadly" | "magical" + | "tricky" | "puzzling" | "labyrinthine" + | "maze-like" | "twisty" | "turning" + + ::= | + + ::= "the entrance" | "the end" + | | + + ::= "in" | "at" | "near" | "above" | "below" | "behind" + | "beyond" | "underneath" | "inside" | "through" +``` +This grammar allows for the generation of prompts that describe a path from the entrance to the end of the dungeon, with each room along the path being generated based on its type, name, and description. The type, name, and description are all generated using different parts of the grammar. For example, the type may be generated using a type-name followed by a noun, the name might be generated using an adjective followed by a noun or one of several predefined names, and the description is generated using a verb phrase followed by a place. + +You can use this grammar to generate prompts for creating different parts of the dungeon, not just the path from the entrance to the end. For example, you could modify the `` production to generate a list of rooms that are connected to each other in some way, rather than a linear path from the entrance to the end. You could also add additional productions for generating other parts of the dungeon, such as treasure chests, puzzles, or traps. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_97.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_97.txt new file mode 100644 index 0000000..bd9a13f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_97.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_path ::= path\_segment* + +path\_segment ::= room | hallway | chamber | entrance | exit + +room ::= "Enter the " room\_name " room. What do you see?" + +hallway ::= "Walk down the " hallway\_description ". What do you see?" + +chamber ::= "Step into the " chamber\_description ". What do you see?" + +entrance ::= "You enter the dungeon through the main entrance. What do you see?" + +exit ::= "You have reached the end of the dungeon. Congratulations!" + +room\_name ::= "small" | "medium" | "large" | "vaulted" | "secret" + +hallway\_description ::= "dimly lit" | "twisting" | "narrow" | "spacious" + +chamber\_description ::= "shadowy" | "cavernous" | "treasure-filled" | "monster-infested" + +In this grammar, a dungeon path is represented as a sequence of path segments. Each path segment can be a room, hallway, chamber, entrance, or exit. Rooms have a name, hallways and chambers have descriptions, and the entrance and exit are special cases that mark the beginning and end of the dungeon. The grammar allows for variations in the size and characteristics of rooms, hallways, and chambers, and can be extended to include additional features such as traps, puzzles, and non-player characters. + +To generate a prompt using this grammar, you would start with the entrance and then randomly select path segments according to the rules of the grammar until you reach the exit. For example, a possible prompt generated by this grammar might be: + +"You enter the dungeon through the main entrance. What do you see? Walk down the dimly lit hallway. What do you see? Step into the shadowy chamber. What do you see?" + +This prompt invites the user to imagine themselves entering a dungeon, walking down a hallway, and then stepping into a chamber, with each transition marked by a request for them to describe what they see. The grammar can be extended or modified as needed to generate prompts that fit the specific needs of your application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_98.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_98.txt new file mode 100644 index 0000000..b953017 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_98.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "move" direction room + +direction ::= "north" | "south" | "east" | "west" | "up" | "down" + +room ::= room\_name | ε + +room\_name ::= [a-zA-Z\_]+ + +The grammar describes a path as a sequence of path segments. Each path segment consists of a direction and a room, with an optional room name after the room. The direction specifies which way to move in the dungeon (north, south, east, west, up, or down), and the room specifies where the path leads. If there is no room name after the room, then the path segment simply connects two adjacent rooms without going through any other rooms in between. The symbol ε represents an empty sequence, which can appear at the beginning or end of a path. + +Here are some examples of paths that could be generated using this grammar: + +* move north dungeon\_entrance (This is a path segment that moves north from the entrance room.) +* move east dragon\_chamber (This is a path segment that moves east from the current room to the dragon chamber.) +* move south ε (This is a path segment that moves south from the current room, with no destination room specified. It simply goes down one level in the dungeon.) +* ε (This is an empty path that starts and ends at the same room.) +* move north dungeon\_entrance move east dragon\_chamber move south ε (This is a longer path that moves from the entrance room to the dragon chamber, then goes down one level in the dungeon, and finally stops at an unspecified room on the lower level.) + +You can extend this grammar by adding more rules for generating other elements of the dungeon, such as monsters, treasures, quests, or challenges. You can also modify it to generate paths that go through specific rooms or areas of the dungeon, rather than just moving in random directions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_99.txt b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_99.txt new file mode 100644 index 0000000..1242dc5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T15:45:40-05:00_99.txt @@ -0,0 +1,198 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: +```makefile + ::= "Imagine" ";" + + ::= + "a path from the entrance" + ("to the treasure room" | "to the boss room") + ( )* + + ::= "the" + + ::= "entrance" | "treasure room" | "boss room" | + + ::= [a-zA-Z0-9] + + ::= ( | "with a") + + ::= "north of" | "south of" | "east of" | "west of" + + ::= + + ("with a" ) + ( ) + + ::= + "weapon" | "spell" | "artifact" | "magic item" | + "treasure" | "monster" | "quest" | "challenge" + + ::= + + ::= "a" | "an" | "the" + + ::= + ("dark" | "mysterious" | "magical" | "powerful") + + ::= + + ::= ("doing" ) + + ::= + "guarding" | "protecting" | "trapping" | "leading to" + + ::= ( | "connected with") + + ::= "in" | "on" | "at" +``` +This grammar generates prompts for creating a path through the dungeon, starting at the entrance and ending in either the treasure room or the boss room. Along the way, it generates descriptions of the rooms and their connecting features. The `` non-terminal can be expanded to include other locations besides the entrance, treasure room, and boss room, if desired. + +The grammar also allows for generating adjectives to modify the type names, using the `` non-terminal. The determiner (a, an, or the) is generated by the `` non-terminal. + +The grammar can be used to generate prompts by recursively expanding its non-terminals, starting with the `` non-terminal. For example, a prompt to create a path from the entrance to the treasure room might look like this: +```vbnet +Imagine a path from the entrance to the treasure room, going north of a dark weapon, leading to a magical artifact connected with an enchanted challenge. +``` +The grammar can be extended or modified as needed to generate different types of prompts or descriptions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_1.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_1.txt new file mode 100644 index 0000000..5cb2f34 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_1.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon ::= {room} +room ::= "Entering" room_name "you see:" description "." +room_name ::= "the" {adjective} noun +adjective ::= "dark" | "mysterious" | "magical" | ... +noun ::= "entrance" | "hallway" | "chamber" | ... +description ::= {element} +element ::= "a" {adjective} noun ("is" description | "are" description) | + "there" is "a" {adjective} noun ("that" is description | .) | + ... +``` +This grammar generates a dungeon as a series of rooms, with each room consisting of a name and a description. The name of the room is generated by combining an optional list of adjectives with a noun. The description is generated by combining one or more elements, where each element can be a simple object, a subject and a verb phrase, or a complex sentence. + +You could use this grammar to generate prompts for creating a dungeon by expanding the non-terminals into natural language phrases, and then using those phrases as the prompt text. For example, you might expand the `room` non-terminal like this: +``` +room ::= "Entering" room_name "you see:" description "." +room_name ::= "the" {adjective} noun + | {adjective} "and" {adjective} "the" noun + | ... +``` +This would allow you to generate prompts like "Entering the dark and mysterious entrance, you see a dark and ominous hallway with a dimly glowing orb." + +You can also add more elements in the grammar such as NPCs, Monsters, Quests, Traps etc. based on your requirement. + +Please note that this is just an example, and there are many different ways you could design a grammar for generating prompts for creating a dungeon. The key is to think about the structure of the content you want to generate, and then design a grammar that can express that structure in a flexible but controlled way. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_10.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_10.txt new file mode 100644 index 0000000..ff0e4a1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_10.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```less +path ::= place (direction place)* +place ::= "the entrance" | "a room" | "a corridor" | ... +direction ::= "north" | "south" | "east" | "west" +``` +This grammar describes a path as starting at the entrance and then followed by zero or more direction-place pairs. Each place can be one of several possible locations in the dungeon, such as a room or a corridor. The direction indicates which way to go from one place to the next. + +For example, a valid path might look like this: +```python +the entrance north a room east a corridor south another room west the exit +``` +This path starts at the entrance and goes north to a room, then east to a corridor, then south to another room, and finally west to the exit. + +You could use this grammar to generate prompts by randomly selecting a place and direction from the grammar's production rules, and then combining them into a coherent prompt for creating a dungeon path. For example, the following prompt might be generated using this grammar: +```vbnet +Imagine drawing a path through the dungeon that goes from a room to the west, and then continues on to another room to the north. What does this path look like? Please generate variant array of size 3. +``` +This prompt asks the user to imagine a path that starts in a room, goes west to another room, and then goes north to yet another room. The user is asked to describe what this path looks like, and to generate three different variations of it. + +You could use similar grammars to generate prompts for creating other elements of the dungeon, such as treasure, monsters, or quests. By combining these prompts with a large language model and a proof engine, you could build a powerful dungeon generator that can create diverse and interesting dungeons on demand. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_100.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_100.txt new file mode 100644 index 0000000..02080b2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_100.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= | | | | + + ::= "From the entrance, take the " " corridor. You will arrive at a " "." + | "; then take the " " corridor. You will arrive at a " "." + + ::= "You enter a " "." + | " with a " " in it." + + ::= "A " " attacks!" + | "You see a " " lurking in the shadows." + + ::= "You find a " "!" + | "In the corner, you notice a " "." + + ::= "Suddenly, the floor gives way beneath you! You fall into a " "." + | "A mysterious figure appears and offers to sell you a " " for a high price." + + ::= "north" | "south" | "east" | "west" + + ::= + + ::= "dark" | "twisting" | "ancient" | "dusty" | "secret" | "magical" + + ::= "corridor" | "room" | "monster" | "treasure" | "trap" | "puzzle" +``` +This grammar defines several different types of elements that can be included in a dungeon: paths, rooms, monsters, treasure, and events. Each of these elements has its own set of rules for how it can be described. For example, a path is made up of a series of corridors connected by specific directions (north, south, east, or west). A room is simply described as a type of space that the player enters. A monster is an entity that attacks the player or lurks in the shadows. Treasure is something valuable that the player finds. And events are things that happen unexpectedly during the player's journey through the dungeon. + +The grammar also includes rules for generating adjectives and nouns, which can be used to describe the different elements of the dungeon. For example, a corridor might be described as "dark" or "twisting", while a monster might be described as "ancient" or "magical". These words can be combined in various ways to create more interesting and varied descriptions. + +Overall, this grammar provides a flexible framework for generating prompts that can be used to create a wide variety of different dungeons. By mixing and matching the different elements and using different combinations of adjectives and nouns, it is possible to create a virtually infinite number of unique dungeon experiences. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_101.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_101.txt new file mode 100644 index 0000000..1fb4f22 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_101.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" "a" + + ::= "to" + + ::= "the entrance of the dungeon" +| "the start of the path" + + ::= "the end of the path" +| "the treasure room" + + ::= "connected by" + + ::= "a door" +| "a hallway" +| "a corridor" +| "a staircase" + +* represents zero or more occurrences of the preceding element. + +This grammar defines a prompt as a combination of an entrance, a path, and an end connected by one or more connections. The entrance and end can be specified using one of several predefined phrases, while the connections are defined using a set of possible options. This grammar can be used to generate prompts for creating different parts of the dungeon in a systematic way. + +For example, the following prompt would be generated using this grammar: + +Imagine a path from the entrance of the dungeon to the treasure room connected by a door, a hallway, and a staircase. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_102.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_102.txt new file mode 100644 index 0000000..10b326e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_102.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```less +path := [room | corridor]*; +room := "You enter a room with " description; +corridor := "You walk down a corridor with " description; +description := adjective* noun (conjunction adjective* noun)*; +adjective := ; +noun := ; +conjunction := "and" | ","; +``` +In this grammar, a path is defined as a series of one or more rooms and/or corridors. A room is entered with a description consisting of a list of adjectives and a noun, followed by any additional nouns connected to the first using conjunctions. Similarly, a corridor has a description consisting of a list of adjectives and a noun. The grammar allows for multiple adjectives to be used to describe each noun, and uses conjunctions to connect additional nouns to the first in the description. + +For example, using this grammar, a possible path through the dungeon could be: +```vbnet +You enter a room with a dark stone floor and a high vaulted ceiling. In the corner, you see a chest with intricate carvings on it. The walls are covered in tapestries with mysterious symbols. You walk down a corridor with damp, mossy stones underfoot and low archways overhead. At the end of the corridor, you find a door made of solid oak with iron bands. +``` +This grammar can be extended to include other elements of a dungeon, such as monsters, treasure, quests, and challenges. The `path` rule could be modified to include encounters with these elements, or new rules could be added for each type of element. For example: +```less +path := [room | corridor | encounter]*; +encounter := "A " monster " blocks your way" (question | challenge); +monster := ; +question := "What do you want to do?"; +challenge := "How do you want to defeat it?"; +``` +Using this extended grammar, a possible path through the dungeon could be: +```vbnet +You enter a room with a dark stone floor and a high vaulted ceiling. In the corner, you see a chest with intricate carvings on it. The walls are covered in tapestries with mysterious symbols. A goblin blocks your way. What do you want to do? You attack the goblin with your sword and defeat it easily. You walk down a corridor with damp, mossy stones underfoot and low archways overhead. At the end of the corridor, you find a door made of solid oak with iron bands. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_103.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_103.txt new file mode 100644 index 0000000..789e502 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_103.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: + +dungeon = { room | hallway } "at the end" +room = ["in the" city | town | village ] ["of" region ] +hallway = path "connecting" room +path = { room | hallway } +region = [noun | adjective] "region" +noun = "castle" | "dungeon" | "cave" | "labyrinth" | "keep" | "hideout" +adjective = "dark" | "creepy" | "haunted" | "enchanted" + +This grammar defines a dungeon as a series of rooms and hallways. A room can be located in a city or town, which can optionally be part of a region. A hallway is defined as a path connecting two rooms. A path can consist of multiple rooms and/or hallways. A region is an optional noun or adjective that modifies the type of area the dungeon is located in. + +For example, using this grammar you could generate a prompt like: "Generate a dark cave connected to a haunted castle with a creepy labyrinth at the end." + +You can then use this prompt as input to your existing code to generate a specific layout for the dungeon. You can also modify the grammar to include additional elements, such as monsters, treasures, and quests, to create more varied prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_104.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_104.txt new file mode 100644 index 0000000..8f7144f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_104.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: +```sql + ::= * + + ::= ? + + ::= "north" | "south" | "east" | "west" + + ::= + + ::= +``` +This grammar defines a `` as a sequence of one or more `` elements, where each segment represents a direction and distance to travel through the dungeon. The direction is specified using one of the four cardinal directions (north, south, east, or west), and the distance is represented by a number. Each segment can optionally include a description, which could be used to provide more context or detail about the area the player is moving through. + +For example, a valid path might look like this: +```makefile +north 10 A long hallway with torches on the walls +south 5 An open chamber with a statue in the center +east 3 A narrow passageway leading to a door +``` +This path would have three segments: the first segment instructs the player to move north for 10 units, and provides a description of the area. The second segment tells the player to move south for 5 units, and the third segment directs the player to move east for 3 units. + +Using this grammar, you can generate prompts that ask the language model to create different segments of the path, which can then be combined to form a complete dungeon layout. For example: + +* "Imagine a segment of a dungeon path where the player moves north for 10 units. What does the area look like? Generate a variant array of size 3." +* "Consider a segment of a dungeon path where the player moves west for 5 units. Write a description of the area, including any notable features or encounters. Generate a variant array of size 2." +* "Draw a segment of a dungeon path where the player moves south for 3 units and finds a door at the end of the hallway. Describe the door and what lies beyond it. Generate a variant array of size 1." + +By using this grammar as a starting point, you can create a wide variety of prompts that will help you generate a diverse and interesting dungeon layout. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_105.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_105.txt new file mode 100644 index 0000000..b9d0ec8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_105.txt @@ -0,0 +1,227 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine you are building a dungeon in a " ", with the following context:" + " Verb: " "; Type Name: " "; Place: " "." + " Generate a variant array of size " " and return it as a string." + + ::= "the country" + | "the region" + | "the city" + | "the street" + | "the house" + | "the building" + | "the dungeon" + | "the labyrinth" + | "the cave" + | "the swamp" + | "the room" + | "the hallway" + | "the chest" + | "the bag" + | "the wallet" + | "the vault" + | "the keep" + | "the hideout" + | "Plato's cave" + | "the garden of eden" + | "the river styx" + | "the restaurant at the end of the universe" + + ::= "role-play" + | "specify" + | "encode" + | "code" + | "program" + | "prove" + | "create" + | "design" + | "create descriptions for an artist" + | "create descriptions for an artist to design a comic book panel" + | "analyse" + | "lift" + | "shift" + | "splice" + | "quote" + | "quasi-quote" + | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "meta-program" + | "generate" + + ::= + | " with a " + + ::= "large" + | "small" + | "dark" + | "bright" + | "secret" + | "open" + + ::= "path" + | "room" + | "area" + | "section" + | "level" + + ::= + +``` +This grammar allows for the generation of prompts that specify a particular place, verb, and type name for creating a variant array of a certain size. The `` non-terminal represents different locations within the dungeon where the action could take place. The `` non-terminal includes a variety of actions that can be performed in the context of building a dungeon. + +The `` non-terminal can represent either a basic type name, or a more specific type name with an attribute. This allows for prompts that specify additional details about the type being created. The `` non-terminal is used to specify the size of the variant array to be generated. + +With this grammar, you could generate prompts such as: + +* "Imagine you are building a dungeon in a dark cave, with the following context: Verb: create; Type Name: path with a large size; Place: cave connected with a secret entrance." +* "Imagine you are building a dungeon in a bright room, with the following context: Verb: program; Type Name: area; Place: room connected with an open door." + +These prompts can then be used to generate dungeons with specific features and attributes. The grammar is flexible enough to allow for a wide variety of prompts to be generated, depending on the desired characteristics of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_106.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_106.txt new file mode 100644 index 0000000..0287354 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_106.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` +prompt -> "Imagine" Verb TypeName Place +Verb -> "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +TypeName -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +Place -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar defines a `prompt` non-terminal, which is made up of the literal string "Imagine", followed by a `Verb`, `TypeName`, and `Place`. The `Verb` non-terminal can be one of several different words, such as "Consider" or "Draw". The `TypeName` non-terminal can be any of the terms in the `type_terms` list in your code. The `Place` non-terminal can be any of the terms in the `places` list in your code. + +This grammar could be used to generate prompts for creating different types of elements in a dungeon, such as weapons or monsters, and placing them in specific locations. By using variables in the grammar, you could easily modify it to generate prompts for different scenarios or contexts. For example, you could change the `Verb` non-terminal to include other words like "Design" or "Analyze", depending on what you want the model to do with the generated prompt. + +You can use this grammar and your code to generate a large number of prompts for creating different elements in your dungeon. By using the `do_apply_list` function and iterating over all possible combinations of verbs, type names, and places, you can generate a diverse set of prompts that can be used to create various aspects of your dungeon. + +To use this grammar with your code, you would need to modify the `prompt` function to use the non-terminals defined in the grammar instead of hardcoded strings. You could also add additional rules to the grammar to generate prompts for other aspects of the dungeon, such as rooms or puzzles. + +Overall, using a grammar like this can help you generate a large number of prompts quickly and easily, which can be useful for creating complex scenarios or simulations. By combining the grammar with your code, you can create a powerful tool for generating prompts that can be used to create various aspects of a dungeon in a flexible and customizable way. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_107.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_107.txt new file mode 100644 index 0000000..e768995 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_107.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```rust + ::= * + ::= | with a + ::= "the end of the dungeon" | "a treasure room" | "the boss's lair" + ::= "go to" | "explore" | "search" + ::= "room" | "corridor" | "chamber" + ::=
+
::= "the" | "a" + ::= | + ::= "room" | "corridor" | "chamber" + ::= "Entrance" | "Treasure Room" | "Boss's Lair" + ::= + ::= +``` +This grammar defines a path through the dungeon as a sequence of path segments, where each segment is either a simple movement to a new location or an action taken at that location. The path ends at a special end location such as "the end of the dungeon" or "a treasure room". Each path segment consists of a verb (such as "go to" or "explore"), a type name (such as "room" or "corridor"), and a place. A place is defined by an article ("the" or "a") followed by a noun, which can be either a common noun (such as "room" or "corridor") or a proper noun (such as "Entrance" or "Treasure Room"). The grammar also allows for more complex path segments that involve performing an action on a specific type of object at the location, such as "searching for traps in a corridor" or "fighting monsters in a room". These actions are represented by verb2 and type\_term2 which can be any verbs or type\_terms defined in the grammar. + +This is just an example, you can add more elements to this grammar such as treasures, traps, monsters etc to make it more complex. + +Please let me know if you have any question regarding this. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_108.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_108.txt new file mode 100644 index 0000000..50bc840 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_108.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```scss + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "plato's cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= " a " " with a " " in a " " connected to a " + ::= "Imagine" "the path" ()* +``` +This grammar can be used to generate prompts for creating the various elements of a dungeon, including weapons, spells, artifacts, treasure, monsters, quests, challenges, themes, drama, music, art, secrets, occult, reveals, and hero journeys. The `` production allows for generating a sequence of connected places, starting at the entrance and going all the way to the end. Each path segment is generated using the `` production, which consists of a prompt, a type name, a verb, and two connected places. + +For example, here is a prompt that could be generated using this grammar: "Imagine the path a weapon with a role-play in the entrance connected to a monster." This prompt instructs the user to imagine a weapon that is being role-played at the entrance of the dungeon, and it is connected to a monster. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_109.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_109.txt new file mode 100644 index 0000000..cbdb124 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_109.txt @@ -0,0 +1,172 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" + ::= | + ::= { "-connected-to->" } + ::= "-connected-to->" "nowhere" + ::= { } + ::= + ::= | + ::= "" { "with a" } + ::= + ::= + ::= "" { "in" } + ::= + ::= "What is your plan to reach the end of the path?" + ::= [a-zA-Z0-9 ]* + ::= "explore" | "discover" | "find" | "search" | "traverse" +``` +This grammar allows for generating prompts that describe a sequence of rooms, with each room possibly having additional features or events. The path can either lead to another room or be a dead end. The objective is always the same: to reach the end of the path. + +You can use this grammar to generate prompts by expanding the non-terminals using the production rules. For example, here is a prompt generated from this grammar: +``` +Imagine a throne room connected to a library connected to a treasure vault connected to nowhere. What is your plan to reach the end of the path? Explore the throne room with a golden throne and a secret door. Discover the library with a large collection of books and a study table. Find the treasure vault with piles of gold coins and a magical crystal. +``` +This prompt describes a sequence of three rooms, each with its own feature. The path ends at the treasure vault. The objective is to reach the end of the path. + +You can also add more non-terminals and production rules to the grammar to make it more complex and expressive. For example, you could add a non-terminal for monsters or treasures, which would allow generating prompts that include these elements. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_11.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_11.txt new file mode 100644 index 0000000..4753e53 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_11.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```makefile +path ::= (room | hallway | corridor)*) + +room ::= "enter" room\_name (treasure | monster | quest | artifact | magic\_item)* + +treasure ::= "find" treasure\_type + +monster ::= "encounter" monster\_type + +quest ::= "discover" quest\_name + +artifact ::= "obtain" artifact\_name + +magic_item ::= "locate" magic\_item\_name + +corridor ::= "traverse" corridor\_type + +hallway ::= "walk down" hallway\_type +``` +This grammar describes a path as a sequence of rooms, hallways, and corridors. Each room can contain treasures, monsters, quests, artifacts, or magic items. A corridor can be traversed, and a hallway can be walked down. The corridor type, hallway type, treasure type, monster type, quest name, artifact name, and magic item name are all terminal symbols that would need to be defined elsewhere in the grammar. + +You could use this grammar to generate prompts for your code by generating strings that conform to the structure of the grammar. For example, you could generate a prompt asking the model to "enter the throne room and find a magic sword" or "walk down the east hallway and encounter a goblin." The specific terminal symbols used in each prompt would depend on the details of your dungeon generation system. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_110.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_110.txt new file mode 100644 index 0000000..2aca074 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_110.txt @@ -0,0 +1,188 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```sql + ::= { } + + ::= [ ] + + ::= "to the" + + ::= "entrance" | "exit" | + + ::= { } + + ::= [ ] [ ] + + ::=
{ } + + ::= { "and" } + + ::= "the" + + ::= "dark" | "dank" | "twisty" | "ancient" | "rusty" + + ::= "corridor" | "door" | "passageway" | "chamber" | "staircase" + + ::= "north" | "south" | "east" | "west" | "up" | "down" + +
::= "a" | "an" | "the" + + ::= "leads" | "connects" | "opens" | "reveals" | "hides" + + ::= "quickly" | "slowly" | "carefully" | "fearfully" +``` +This grammar allows you to generate a path through the dungeon by starting with an initial room, and then adding one or more pairs of direction and room. Each room can have a name and optional description, which consists of one or more sentences. The subject of each sentence is made up of an article, zero or more adjectives, and a noun. The verb phrase is made up of one or more verbs, and the object (if present) consists of the word "the" followed by a noun. Finally, the grammar allows for optional adverbs to modify the verb phrase. + +Here's an example of a path that could be generated using this grammar: +```vbnet +the dark entrance +to the twisty passageway and the ancient door +that leads to the dank chamber and the rusty staircase +that connects to the secret door and the hidden treasure room +and the exit +``` +This path consists of 5 rooms, with a total of 6 direction/room pairs. The first room is the "dark entrance", which has no description. The second room is the "twisty passageway and the ancient door", which has a description consisting of two sentences. The subject of the first sentence is "the passageway" (which consists of an article, an adjective, and a noun), and the verb phrase is "leads to". The subject of the second sentence is "the door" (which consists of an article and a noun), and the verb phrase is "connects to". The third room is the "dank chamber and the rusty staircase", which has a description consisting of two sentences. The subject of the first sentence is "the chamber" (which consists of an article, an adjective, and a noun), and the verb phrase is "leads to". The subject of the second sentence is "the staircase" (which consists of an article and a noun), and the verb phrase is "connects to". The fourth room is the "secret door and the hidden treasure room", which has a description consisting of two sentences. The subject of the first sentence is "the secret door" (which consists of an article, an adjective, and a noun), and the verb phrase is "hides". The subject of the second sentence is "the treasure room" (which consists of an article and a noun), and the verb phrase is "reveals". The fifth room is the "exit", which has no description. + +Note that this is just one example of how you could generate prompts for creating a dungeon using EBNF notation. There are many other possible ways to do it, depending on the specific requirements and constraints of your simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_111.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_111.txt new file mode 100644 index 0000000..d55c6d8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_111.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```lua + ::= | | + ::= "Enter room" | "Exit room" + ::= "Go down the corridor" | "Come back up the corridor" + ::= "Turn left at the junction" | "Turn right at the junction" +``` +This grammar defines a `` as a sequence of ``, ``, and `` elements. Each element represents an action that the player can take to move through the dungeon. The `` element represents entering or exiting a room, while the `` element represents going down or coming back up a corridor. The `` element represents turning left or right at a junction in the corridor. + +This grammar can be extended to include other elements of the dungeon, such as traps, monsters, and treasure. For example: +```lua + ::= | | | | | + ::= "Enter room" | "Exit room" + ::= "Go down the corridor" | "Come back up the corridor" + ::= "Turn left at the junction" | "Turn right at the junction" + ::= "Avoid the trap" | "Trigger the trap" + ::= "Fight the monster" | "Run away from the monster" + ::= "Collect the treasure" +``` +This extended grammar includes ``, ``, and `` elements, which represent traps that the player must avoid, monsters that the player can fight or run away from, and treasure that the player can collect. The grammar can be further extended to include other types of objects and actions in the dungeon. + +It is important to note that this is just an example grammar, and there are many ways to define a grammar for generating prompts for creating a dungeon. The best grammar will depend on the specific requirements of your application and the type of language model you are using. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_112.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_112.txt new file mode 100644 index 0000000..8fede66 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_112.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: +```makefile +dungeon_prompt ::= "Imagine" "a" path +path ::= entrance room* exit +entrance ::= "the entrance" | "an entrance" +room ::= place description? +place ::= "the" identifer | "a" identifier +identifier ::= ALPHA (ALPHA | DIGIT)* +description ::= ": " text +text ::= CHAR+ +``` +In this grammar, a `dungeon_prompt` is generated by imagining a path through the dungeon. A `path` consists of an entrance and zero or more rooms, ending in an exit. An `entrance` can be either "the entrance" or "an entrance". A `room` is a place with an optional description. A `place` is either "the" followed by an identifier, or "a" followed by an identifier. An `identifier` is one or more alphabetic characters, followed by zero or more alphabetic or digit characters. A `description`, if present, is a colon followed by some text. The `text` non-terminal represents any sequence of characters. + +You can use this grammar to generate prompts for creating the dungeon by expanding the non-terminals according to their definitions. For example, here is one possible expansion: +```vbnet +Imagine a path starting at the entrance and ending at the throne room, with the following rooms along the way: the armory, the library, and the treasure vault. +``` +This prompt describes a path that starts at the entrance, goes through the armory, then the library, then the treasure vault, and ends at the throne room. You can modify this prompt by changing the names of the rooms, adding or removing rooms from the path, or changing the starting and ending points. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_113.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_113.txt new file mode 100644 index 0000000..3df7226 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_113.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= { room | hallway } end + +room ::= "We are in a room with" type "and it has" exit* "." +type ::= ("a" | "an") (weapon | spell | artifact | magic\_item | treasure | monster) +exit ::= "an exit to the" place +place ::= ("north" | "south" | "east" | "west" | "up" | "down") + +hallway ::= "We are in a hallway with" type "and it connects to" room+ "." + +In this grammar, the non-terminal symbol dungeon represents a sequence of rooms and hallways that make up the dungeon. Each room is represented by a type (such as weapon or monster) and has zero or more exits leading to other rooms. A hallway is represented by a type and connects to one or more rooms. + +This grammar can be used to generate prompts for creating the dungeon by recursively expanding the non-terminal symbols until only terminal symbols (such as strings of text) remain. For example, using this grammar, we could generate the following prompt: + +We are in a room with a monster and it has an exit to the north, an exit to the east, and an exit to the south. + +This prompt can then be used to create a new room with a monster and three exits. By recursively expanding this process, we can generate a complete dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_114.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_114.txt new file mode 100644 index 0000000..ee901d9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_114.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" "a" path +path ::= entrance (room | hallway | chamber)* exit +entrance ::= "the entrance" | "an entrance" | "an entryway" | "a doorway" +exit ::= "the exit" | "an exit" | "an escape" | "an egress" +room ::= "a room" | "a chamber" | "a hall" | "a cavern" +hallway ::= "a hallway" | "a corridor" | "a passageway" | "a tunnel" +chamber ::= "a secret chamber" | "a hidden chamber" | "a crypt" | "a tomb" +``` +This grammar defines a `dungeon-prompt`, which consists of the word "Imagine" followed by a `path`. A `path` is defined as an `entrance` followed by zero or more `room`, `hallway`, or `chamber` elements, and ending with an `exit`. The `entrance`, `exit`, `room`, `hallway`, and `chamber` elements are further defined to provide some variety in the language used to describe each element of the path. + +This grammar can be used to generate prompts for creating a dungeon by randomly selecting elements from each non-terminal in the grammar, and concatenating them together to form a complete prompt. For example, one possible prompt generated using this grammar might be: + +"Imagine a path that starts at an entryway and leads through a secret chamber filled with treasure, followed by a long hallway with twists and turns, and ending at an egress hidden behind a tapestry." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_115.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_115.txt new file mode 100644 index 0000000..391c839 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_115.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = path\_segment | ε +path\_segment = place "connected with" place "doing" verb "with a" type\_name type\_term, {place} + +place = "the" ([a-zA-Z] +) +type\_name = [a-zA-Z] + +type\_term = [a-zA-Z] + +verb = [a-zA-Z] + + +This grammar defines a path as one or more path segments, where each segment consists of a place, a connection to another place, an action taken at that place, and a type name with a specific property. The optional {place} production allows for multiple places to be generated in sequence. + +For example, using this grammar, we could generate the following prompt: + +The entrance connected with the hallway doing explore with a weapon sword + +This prompt indicates that the first place on the path is the entrance, which is connected to a hallway. The action taken at this location is "explore", and the type of item used is a "sword". + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_116.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_116.txt new file mode 100644 index 0000000..355f7cf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_116.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" "a" "with a" "in" + ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey") + ::= ("that is" | "which is" | "who is") + ::= ( | "fantastical" | "magical" | "legendary" | "epic" | "mysterious" | "hidden" | "dangerous" | "deadly") + ::= (
) + ::= ( | "powerful" | "ancient" | "enchanted" | "rare" | "unique" | "mythical") + ::= ( | "creature" | "object" | "entity" | "being" | "character" | "thing" | "item") + ::= ("dragon" | "lich" | "beholder" | "golem" | "demon" | "monster" | "wizard" | "sorcerer" | "warrior" | "knight" | "king" | "queen" | "princess" | "prince" | "elf" | "dwarf" | "halfling" | "gnome" | "orc" | "goblin" | "troll" | "ogre" | "giant" | "merchant" | "innkeeper" | "noble" | "peasant" | "bandit" | "guard" | "thief" | "assassin" | "mage" | "cleric" | "paladin" | "rogue" | "ranger" | "bard" | "druid" | "monk" | "npc") + ::= ("of" | "from" | "with" | "at" | "in" | "on" | "near" | "under" | "above" | "between" | "amongst" | "surrounded by" | "connected to") +
::= ("the" | "a" | "an" | "") + ::= ( | | "entrance" | "exit" | "passageway" | "corridor" | "hallway" | "room" | "chamber" | "cave" | "tunnel" | "mine" | "forest" | "mountain" | "castle" | "city" | "town" | "village" | "palace" | "citadel" | "dungeon" | "keep" | "throne room" | "courtyard" | "garden" | "library" | "laboratory" | "workshop" | "tavern" | "inn" | "marketplace" | "bazaar" | "arena" | "coliseum" | "stadium" | "field" | "plains" | "desert" | "swamp" | "marsh" | "jungle" | "forest" | "glade" | "clearing" | "beach" | "coast" | "harbor" | "port" | "dock" | "ship" | "island" | "archipelago" | "mountain range" | "volcano" | "waterfall" | "river" | "lake" | "pond" | "marsh" | "swamp" | "bog" | "quagmire" | "fen" | "moor" | "heath" | "down" | "up" | "left" | "right" | "forward" | "backward" | "north" | "south" | "east" | "west") + ::= ( | "altar" | "shrine" | "statue" | "fountain" | "well" | "pond" | "pool" | "lake" | "river" | "stream" | "waterfall" | "bridge" | "gate" | "door" | "portal" | "archway" | "entrance" | "exit" | "passageway" | "corridor" | "hallway" | "room" | "chamber" | "cave" | "tunnel" | "mine" | "forest" | "mountain" | "castle" | "city" | "town" | "village" | "palace" | "citadel" | "dungeon" | "keep" | "throne room" | "courtyard" | "garden" | "library" | "laboratory" | "workshop" | "tavern" | "inn" | "marketplace" | "bazaar" | "arena" | "coliseum" | "stadium" | "field" | "plains" | "desert" | "swamp" | "marsh" | "jungle" | "forest" | "glade" | "clearing" | "beach" | "coast" | "harbor" | "port" | "dock" | "ship" | "island" | "archipelago" | "mountain range" | "volcano" | "waterfall" | "river" | "lake" | "pond" | "marsh" | "swamp" | "bog" | "quagmire" | "fen" | "moor" | "heath" | "down" | "up" | "left" | "right" | "forward" | "backward" | "north" | "south" | "east" | "west") + ::= ("forward" | "backward" | "up" | "down" | "left" | "right" | "north" | "south" | "east" | "west" | ) +``` +This grammar can be used to generate prompts for creating different types of elements in a dungeon, such as weapons, spells, artifacts, magic items, treasures, monsters, quests, and challenges. The `` nonterminal allows you to specify the type of element you want to create, while the `` nonterminal allows you to describe its properties and appearance. The `` nonterminal can be used to specify the location where the element is found, while the `` and `` nonterminals allow you to provide more details about the environment. + +Here are some examples of prompts generated using this grammar: + +* Create a weapon with a sharp blade and a sturdy hilt. It is found in a hidden chamber in the castle. +* Describe a spell that creates a wall of fire. It can be learned from an ancient tome in the library. +* Design an artifact that glows with a mysterious light. It is located in a secret cave behind a waterfall. +* Create a magic item that grants its user the ability to fly. It is guarded by a powerful dragon in a mountain peak. +* Describe a treasure that is made of pure gold and encrusted with precious gems. It is buried deep in a sunken ship. +* Create a monster that has ten heads and breathes fire. It dwells in the depths of a volcano. +* Describe a quest to retrieve a holy relic from a haunted temple. The relic is said to have the power to cure any disease. +* Create a challenge that requires the player to solve a riddle to open a door. The door leads to a hidden treasure room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_117.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_117.txt new file mode 100644 index 0000000..b83db51 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_117.txt @@ -0,0 +1,194 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```sql +prompt ::= "Imagine a" (type_name | place) {"with a" type_name}* verb phrase place + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult reveal" + +place ::= "in the" ("country" | "region" | "city" | "street" | "house" + | "building" | "dungeon" | "labyrinth" | "cave" + | "swamp" | "room" | "hallway" | "chest" | "bag" + | "wallet" | "vault" | "keep" | "hideout" + | "plato's cave" | "garden of eden" | "river styx" + | "restaurant at the end of the universe") + +verb ::= ("role-play" | "specify" | "encode" | "code" | "program" + | "prove" | "create" | "design" | "analyse" | "lift" + | "shift" | "splice" | "quote" | "quasi-quote" + | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" + | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" + | "meta-quote") phrase + +verb_phrase ::= ("create descriptions for an artist" + | "create descriptions for a character" + | "describe the scene" + | "write a story set in") + +type_name_with ::= ("weapon with a powerful spell" + | "spell with a unique artifact" + | "artifact with a magical ability" + | "magic item with a rare treasure" + | "treasure with a valuable monster" + | "monster with a fearsome challenge" + | "challenge with an epic theme" + | "theme with a dramatic music" + | "music with an inspiring art" + | "art with a hidden secret" + | "secret with a mysterious occult reveal") +``` +This grammar can be used to generate prompts for creating various elements of the dungeon, such as weapons, spells, monsters, and challenges, by combining different types of elements using the `type_name`, `place`, and `verb` rules. The `type_name_with` rule can be used to create more complex combinations of elements. + +For example, here is a prompt generated using this grammar: +```vbnet +Imagine a spell with a unique artifact that creates descriptions for an artist in the city connected with a building with a powerful weapon. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_118.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_118.txt new file mode 100644 index 0000000..4534e4d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_118.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [path]+ +path ::= entrance room+ exit +entrance ::= "the entrance" +exit ::= "the exit" | "a secret door" | "a hidden passage" +room ::= place description? +place ::= "a room" | "a corridor" | "a chamber" | "a hall" | "a cavern" +description ::= "with" type_name +type\_name ::= "a treasure" | "a monster" | "a puzzle" | "a trap" | "an NPC" + +This grammar defines a dungeon as one or more paths, where each path consists of an entrance, zero or more rooms, and an exit. The entrance is always the starting point of a path, while the exit can be either the actual exit of the dungeon, a secret door, or a hidden passage. Each room is defined by a place and may have an optional type\_name associated with it, such as a treasure, a monster, a puzzle, a trap, or an NPC. + +With this grammar, we can generate prompts like "Generate a path that starts at the entrance, has 3 rooms filled with treasures, and ends with a hidden passage" or "Create a dungeon with 2 paths, where the first path has an entrance, 2 rooms with monsters, and a secret door, and the second path has an entrance, 1 room with a puzzle, and the exit". + +It is important to note that this grammar is just one possible example, you can adjust it as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_119.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_119.txt new file mode 100644 index 0000000..d6a854f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_119.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = path\_segment | empty + +path\_segment = place "connected with" place, "through", type\_name, verb + +type\_name = "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +verb = "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyze" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + +place = "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +empty = "" + +The grammar starts with a path, which can be either empty or a series of connected places. Each place is connected to another place through a type and verb. The type can be any of the types listed in the type\_name production, and the verb can be any of the verbs listed in the verb production. + +This grammar could be used to generate prompts for creating different segments of the dungeon path by using different combinations of places, types, and verbs. For example, a prompt to create a segment of the path where a hero is role-playing through a monster challenge in a cave connected to a garden of eden might look like this: + +"role-play through monster challenge with a hero journey, through the cave connected with the garden of eden." + +This grammar can be further expanded to include more details such as number of path segments, description of each place, type and verb. It can also be used to generate prompts for creating other parts of the dungeon like rooms, traps, puzzles etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_12.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_12.txt new file mode 100644 index 0000000..727f2fe --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_12.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type-specific ::= (type-name "-related") | (type-name "-themed") +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +verb-specific ::= (verb "-related") | (verb "-themed") +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +path ::= place path | place +prompt ::= dungeon-prompt (type-name | type-specific | verb | verb-specific) path +``` +This grammar allows for a prompt to be generated using any combination of a dungeon-related action word, a specific type of thing in the dungeon, and a location within the dungeon. The `path` nonterminal can be recursively used to generate a sequence of locations that the player might travel through while navigating the dungeon. + +For example, here are a few possible prompts that could be generated using this grammar: + +* "Imagine creating a weapon-themed quest in the country connected with the city" +* "Consider coding a spell-related challenge in the castle within the labyrinth" +* "Draw a monster-themed treasure hidden in the cave connected with the swamp" + +I hope this helps! Let me know if you have any other questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_13.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_13.txt new file mode 100644 index 0000000..07f7385 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_13.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" "a" "" "path" "from" "to" + ::= "dungeon" | "room" | "hallway" | "door" | "monster" | "treasure" + ::= "leading" | "guarding" | "containing" | "hiding" + ::= "entrance" | "previous" + ::= "exit" | "next" +``` +This grammar can be used to generate prompts such as: + +* Imagine a dungeon leading from the entrance to the final boss room. +* Imagine a hallway guarding the treasure room from invaders. +* Imagine a door containing a secret passage to the hidden lair. +* Imagine a monster hiding in the shadows of the dark cave. +* Imagine a treasure containing the ancient artifact in the depths of the labyrinth. + +You can extend this grammar by adding more type\_names, verbs and place options. And also you can make it more complex by adding more elements to the path like traps, puzzles, npcs, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_14.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_14.txt new file mode 100644 index 0000000..134b8ab --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_14.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` + ::= | + ::= "From the entrance, take a path leading to a ""." + ::= | + ::= "" with a + ::= "dark" | "dangerous" | "mysterious" | ... + ::= "corridor" | "chamber" | "cavern" | ... + ::= "weapon" | "spell" | "artifact" | ... + ::= a "" connecting the "" with the + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= | + ::= a "" guarding the "" + ::= "goblin" | "troll" | "dragon" | ... +``` +This grammar defines a dungeon as a series of connected rooms, which can be either simple descriptions or more complex constructions involving monsters and treasure. The `path` nonterminal generates a prompt instructing the user to imagine a path leading to a specific type of room, while the `room` nonterminal generates prompts for creating individual rooms. + +The `description` nonterminal generates a prompt for creating a simple room description, consisting of an adjective, a noun, and a type name. The `connection` nonterminal generates a prompt for connecting two rooms with a corridor or other passageway. The `monster` nonterminal generates a prompt for adding a monster to a room, along with any treasure it may be guarding. + +This grammar can be extended or modified as needed to generate more specific or varied prompts. For example, additional nonterminals could be added to specify the layout of individual rooms, or to describe the appearance and abilities of monsters. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_15.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_15.txt new file mode 100644 index 0000000..c5604f5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_15.txt @@ -0,0 +1,191 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" + + ::= + "to" + [] + + ::= "the entrance" + + ::= [] + + ::= + + ::= "going" + + ::= + "north" | "south" | "east" | "west" + | "up" | "down" | "left" | "right" + + ::= [] + + ::= [] + + ::= + + ::= "to find" | "to defeat" + + ::= [with a ] + + ::= | | + + ::= | + + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + + ::= + "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challege" | "theme" | "drama" | "music" + | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= + + ::= +``` +This grammar defines a `` that starts with the word "Imagine", followed by a description of a path through the dungeon. The path starts at the entrance and ends at a location with a goal, such as finding an artifact or defeating a monster. Each segment of the path consists of a direction and a location, which is described using a term (such as "a weapon" or "the cave") and optionally an attribute (such as "magic" or "dark"). The grammar also includes rules for generating terms, adjectives, nouns, and verbs. + +I hope this helps! Let me know if you have any questions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_16.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_16.txt new file mode 100644 index 0000000..f16509b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_16.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { "<-" } + ::= [] + ::= "as" "a" [] + ::= { "and"} | + ::= { "or"} + ::= { "or"} + ::= { ","} | +``` +This grammar defines a `path` as a series of connected `room`s, where each `room` has a `place` and an optional `description`. The `description` consists of a `verb` that describes what the player is doing, a `type_name` that specifies what type of object they are interacting with, and an optional `adjective` to describe the object. The `verb`, `type_name`, and `adjective` can be any combination of the terms specified in the prompt. + +The `place` nonterminal can represent a single location or a list of locations separated by commas. This allows for flexibility when describing complex areas within the dungeon, such as a series of rooms connected by a hallway. The grammar also allows for multiple `verbs`, `type_names`, and `adjectives` to be specified in a given prompt, which can be useful for generating diverse and interesting descriptions. + +Here is an example of how this grammar could be used to generate a path through a dungeon: +``` + -> -> -> + = "the entrance" + = "the first room", as examine a weapon or artifact, with a rusty sword and a shiny shield + = the second room, as wield a spell or magic item, casting fireball, connected with the first room, as investigate a treasure chest or magical artifact + = "the exit" +``` +This would generate the following path: +``` +the entrance as examine a weapon or artifact with a rusty sword and a shiny shield -> the second room as wield a spell or magic item casting fireball connected with the first room as investigate a treasure chest or magical artifact -> the exit +``` +This grammar can be expanded to include additional elements of a dungeon, such as monsters, quests, and secrets. The `path` nonterminal could also be replaced with other constructs, such as a tree or graph, to represent more complex layouts. By using this grammar in conjunction with the code provided, it is possible to generate a wide variety of prompts for creating and exploring dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_17.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_17.txt new file mode 100644 index 0000000..e9fa889 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_17.txt @@ -0,0 +1,229 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```css + ::= | | | + + ::= "From the entrance, take the " " corridor. You will encounter " ". Continue " " until you reach " "." + + ::= "north" | "south" | "east" | "west" + + ::= |
+ + ::= "dark" | "twisting" | "narrow" + + ::= "corridor" | "tunnel" | "passage" + + ::= "filled with" | "leading to" + +
::= "a" | "the" + + ::= "." + + ::= + + ::= "This " | "The " + + ::= "room" | "chamber" | "cavern" + + ::= "is" | "contains" + + ::= | "and" + + ::=
|
+ + ::= "chest" | "table" | "altar" + + ::= "with" | "on" + + ::= + + ::= "a " | "an " | "the " | "" + + ::= "ancient tome" | "rusted key" | "magic scroll" + + ::= "." + + ::= + + ::= "This " | "The " + + ::= "chest" | "pile" | "hoard" + + ::= "contains" | "lies" + + ::= | "and" + + ::=
|
+ + ::= "gem" | "coin" | "artifact" + + ::= "of" | "made of" + + ::= + + ::= "a " | "an " | "the " | "" + + ::= "gold" | "silver" | "bronze" + + ::= "." + + ::= + + ::= "A " | "An " | "The " | "" + + ::= "goblin" | "troll" | "dragon" + + ::= "blocks" | "guards" + + ::= | "and" + + ::= + + ::= "with " | "armed with " + + ::= "club" | "sword" | "fire breath" +``` +You can use this grammar to generate prompts for creating different parts of the dungeon. For example, a prompt for creating a path could be: "From the entrance, take the north corridor. You will encounter a dark tunnel leading to a room with an ancient tome and a chest of gold." +You can also modify the grammar to add more options and make it more complex. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_18.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_18.txt new file mode 100644 index 0000000..7c37369 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_18.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: + +path ::= entrance room* end +entrance ::= "the entrance of the dungeon" +room ::= type\_name place\_name connected\_place +type\_name ::= "a" (weapon | spell | artifacts | magic\_items | treasure | monster | quest | challenge) +place\_name ::= (country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos\_cave | garden\_of\_eden | river\_styx | restaurant\_at\_the\_end\_of\_the\_universe) +connected\_place ::= "connected to" place\_name +country ::= "the country" +region ::= "the region" +city ::= "the city" +street ::= "the street" +house ::= "the house" +building ::= "the building" +dungeon ::= "the dungeon" +labyrinth ::= "the labyrinth" +cave ::= "the cave" +swamp ::= "the swamp" +room ::= "the room" +hallway ::= "the hallway" +chest ::= "the chest" +bag ::= "the bag" +wallet ::= "the wallet" +vault ::= "the vault" +keep ::= "the keep" +hideout ::= "the hideout" +platos\_cave ::= "Plato's cave" +garden\_of\_eden ::= "the Garden of Eden" +river\_styx ::= "the River Styx" +restaurant\_at\_the\_end\_of\_the\_universe ::= "the restaurant at the end of the universe" + +This grammar allows for a path to be composed of an entrance, followed by zero or more rooms, and ending with a single end. Each room is defined by its type (weapon, spell, etc.) and a place name, which is connected to another place. The places include various types of geographical locations, as well as specific objects that might be found in a dungeon. + +Using this grammar, we can generate prompts such as "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : specify; Type Name: a weapon spell; Place: Plato's cave connected to the Garden of Eden What is your response? Please generate variant array of size 3" + +This prompt can be used as input to the code provided earlier, which will then generate three different variations of a room with a weapon spell in Plato's cave, connected to the Garden of Eden. The process can be repeated for each type of room and place name, allowing for a wide variety of prompts to be generated. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_19.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_19.txt new file mode 100644 index 0000000..b6ee4f1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_19.txt @@ -0,0 +1,228 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= * + + ::= | + + ::= "the " "room" + | "the " "hallway" + | "the " "chest" + | "the " "bag" + | "the " "wallet" + | "the " "vault" + | "the " "keep" + | "the " "hideout" + | "Plato's cave" + | "the Garden of Eden" + | "the River Styx" + | "the restaurant at the end of the universe" + + ::= "connected with " + | "leading to " + + ::= + | + | + | + | + | "trap-filled" + | "secret" + | "hidden" + | "maze-like" + + ::= "weapon" + | "spell" + | "artifact" + | "magic item" + + ::= + | + + ::= "gold" + | "jewels" + | "ancient coins" + + ::= "goblin" + | "troll" + | "dragon" + | "lich" + | "minotaur" + | "gorgon" + + ::= "the quest for the holy grail" + | "the rescue mission" + | "the hunt for the dragon's hoard" + + ::= "the sword of destiny" + | "the staff of power" + | "the amulet of life" + +``` +This grammar defines a dungeon as a series of connected rooms, with each room having an adjective describing its type or contents. The `` non-terminal can be used to describe how the different rooms are connected, either by specifying that one room is connected to another or that a room leads to a path of additional rooms. The `` non-terminal allows for a variety of descriptive terms to be used, including type names, magic items, treasures, monsters, and quests. + +This grammar can be used to generate prompts by recursively expanding the non-terminals, starting with ``. For example, one possible expansion could be: +```less + + -> + -> + -> "the weapon room" + + -> "connected with " + + -> "the trap-filled hallway" + + -> "leading to " + + -> + -> "the secret chest" + + -> "connected with " + + -> "Plato's cave" +``` +This expansion describes a dungeon with a path that starts at the `weapon room`, which is connected to a `trap-filled hallway`. The hallway leads to a `secret chest`, which is connected to `Plato's cave`. + +The grammar can be further expanded by adding more non-terminals, and by allowing for more complex structures, such as branching paths or rooms with multiple connections. Additionally, the grammar could be adapted to generate prompts for other aspects of the dungeon, such as enemies, traps, puzzles, or treasures. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_2.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_2.txt new file mode 100644 index 0000000..c8ff0dc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_2.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` + ::= { "" } + ::= [ "" ] + ::= "room" + ::= "dark" | "dank" | "cramped" | "spacious" | ... + ::= "north" | "south" | "east" | "west" | "up" | "down" + ::= [ "" ] + ::= "holds" | "contains" | "hides" | ... +``` +This grammar defines a path as a series of rooms connected by directions. Each room has a description and may contain one or more items, each with its own description and verb indicating how it can be interacted with. The grammar is just an example, you can customize it to fit your specific use case. + +You can use this grammar as input to generate prompts for creating the dungeon using a language model like GPT-3 or any other NLP models. + +For example, you could generate a prompt like: +"Imagine a dark room with a chest that holds treasure. The room is connected to a spacious room to the north and a cramped room to the east. What does the spacious room look like and what is in it?" + +You can also use this grammar as input for generating prompts for other parts of your dungeon generator, such as generating descriptions for items, monsters, or quests by expanding the grammar accordingly. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_20.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_20.txt new file mode 100644 index 0000000..b7e84ba --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_20.txt @@ -0,0 +1,186 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= entrance room* exit + +entrance ::= "the entrance of the dungeon" + +room ::= pathway door? description? + +pathway ::= "a long hallway leading to" | "a winding staircase descending to" | "a narrow tunnel sloping down to" + +door ::= "a heavy wooden door with iron bands" | "a steel reinforced door" | "a secret door hidden behind a tapestry" + +description ::= "You see" | "There is" | "In the corner you notice" + +exit ::= "the final room of the dungeon" | "the treasure chamber" | "the dragon's lair" + +This grammar defines a dungeon as an entrance, followed by zero or more rooms, and ending with an exit. Each room can have a pathway leading to it, an optional door, and an optional description of what is in the room. The exit is the final destination of the dungeon. This is just one example of how a grammar for generating prompts for creating a dungeon could be defined. + +Additionally, you may add more elements such as monsters, treasures, traps and other elements that are typical to a dungeon in an RPG setting. + +For example: +monster ::= "a fierce" | "a terrifying" | "a cunning" + +treasure ::= "a chest filled with gold and gems" | "a hoard of ancient coins" | "a magical artifact" + +trap ::= "a pit trap" | "a hidden blade" | "a poison dart trap" + +and you can add them to the room production like this: +room ::= pathway door? (description | monster | treasure | trap)? + +So that each room can have an optional monster, treasure or trap. + +You could also define different types of rooms and pathways, doors, monsters, treasures and traps by adding more non-terminals to the grammar and expanding on the possible values for each non-terminal. This way you can generate prompts for creating a wide variety of dungeons with different elements, themes, and challenges. + +You could also add verbs like "fight", "avoid" or "disarm" to your grammar so that you can generate prompts for actions the players can take in the dungeon. + +For example : +verb ::= "fight" | "avoid" | "disarm" + +and then add it to the room production like this: +room ::= pathway door? (description | monster verb treasure | trap)? + +It all depends on how detailed you want your prompts and what level of complexity you want in your generated dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_21.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_21.txt new file mode 100644 index 0000000..c41455a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_21.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine you are building a dungeon with a large language model and a proof engine combined via adaptive language agent architecture. In this context, please generate a variant array of size N, where each variant is a description of a path through the dungeon from the entrance to the end." + ::= { "<-" } + ::= | "connected to" + ::= [] [] [] [] + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + ::= | | ... + ::= "a few" | "several" | "many" | "dozens of" | "hundreds of" | "thousands of" | "millions of" + ::= "guarding" | "protecting" | "defending" | "concealing" | "revealing" | ... + ::= | | ... + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar allows for generating prompts that ask the language model to create a path through the dungeon, starting from the entrance and ending at the final room. Each room on the path is represented by a description, which can include a type name, adjectives, quantities, verbs, and locations. The full path can consist of multiple rooms connected by arrows, with each connection indicating the direction of movement between rooms. This grammar also includes a list of possible type names, adjectives, quantities, verbs, and locations that can be used to generate the descriptions for each room. + +For example, using this grammar, one possible prompt could be: +```vbnet +Imagine you are building a dungeon with a large language model and a proof engine combined via adaptive language agent architecture. In this context, please generate a variant array of size 5, where each variant is a description of a path through the dungeon from the entrance to the end. The first path should include: +- a weapon concealing a secret in a chest in a room connected to a hallway with many monsters guarding +- a challenge revealing an artifact in a bag in the same room as the weapon +- an occult treasure connected to the room through a hidden passageway +``` +This prompt would generate five different paths through the dungeon, each one described using the grammar provided. The first path would include a weapon concealing a secret in a chest in a room that is connected to a hallway with many monsters guarding. It would also include a challenge revealing an artifact in a bag in the same room as the weapon, and an occult treasure connected to the room through a hidden passageway. The other four paths would be generated using similar descriptions, each one tailored to the specific context of the dungeon being created. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_22.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_22.txt new file mode 100644 index 0000000..e9ce954 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_22.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [path] +path ::= entrance room+ treasure\_chamber +entrance ::= "the entrance of the dungeon" +room ::= "a room connected with " room | treasure\_chamber +treasure\_chamber ::= "a treasure chamber connected with " room + +This grammar describes a dungeon as a sequence of rooms, starting with an entrance and ending with a treasure chamber. Each room is connected to the previous room in the path, except for the entrance which has no previous room and the treasure chamber which has no next room. + +You can use this grammar to generate prompts for creating the dungeon by recursively expanding the non-terminals until you reach the terminal symbols. For example, a possible prompt generated from this grammar would be: "Create a description for the entrance of the dungeon. Create a description for a room connected with the entrance of the dungeon. Create a description for a treasure chamber connected with the room." + +You can customize the grammar to fit your specific needs by adding or removing non-terminals and terminal symbols, or by changing the production rules. For example, you could add non-terminals for different types of rooms (e.g., monster rooms, puzzle rooms) or for different themes (e.g., medieval, futuristic). You could also add more complex production rules that generate more varied descriptions. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_23.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_23.txt new file mode 100644 index 0000000..f64cf69 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_23.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= "Imagine a " " in a " , "What would it look like?" + + ::= "dungeon" | "monster" | "treasure" | "artifact" | "spell" | "quest" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | ("connected with a" ) + + ::= | ("the" ) + + ::= "entrance" | "end" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "cave" | "swamp" | "dungeon" | "labyrinth" | "country" | "region" | "city" | "street" + + ::= "country" | "region" | "city" | "street" +``` +This grammar defines a prompt as a combination of a type name and a place. The type name specifies the kind of thing to be imagined (e.g., a dungeon, monster, treasure, etc.), and the place specifies where it is located. The place can be either a specific location (e.g., "entrance", "end", "room", etc.) or a general location (e.g., "country", "region", "city", etc.). A place can also be connected to another place using the `connected with` keyword. + +Here are some example prompts generated from this grammar: + +* Imagine a dungeon in a country, What would it look like? +* Imagine a monster in a room connected with a hallway, What would it look like? +* Imagine a treasure in a cave connected with a swamp, What would it look like? +* Imagine a spell in a vault, What would it look like? +* Imagine a quest in a city, What would it look like? +* Imagine a theme in the country, What would it look like? +* Imagine a drama in a region connected with a city, What would it look like? +* Imagine a music in a street, What would it look like? +* Imagine an art in a bag, What would it look like? +* Imagine a secrets in a wallet, What would it look like? +* Imagine an occult in a keep, What would it look like? +* Imagine a reveal in a hideout, What would it look like? +* Imagine a hero journey in a dungeon, What would it look like? +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_24.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_24.txt new file mode 100644 index 0000000..0b982b5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_24.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= "in" | "doing" "with a" "connected to" + ::= []+ + ::= "" | "," +``` +This grammar allows for the generation of prompts that describe different parts of a dungeon, such as weapons in a room or monsters connected to a building. The `` production allows for generating a sequence of connected dungeon parts, which can be used to create a path through the dungeon. + +For example, the following prompt would be generated using this grammar: +```less +Imagine a weapon in the entrance room, role-playing with a monster connected to a secret passage, design a treasure in a hidden chamber, connect to the boss room. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_25.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_25.txt new file mode 100644 index 0000000..2aba240 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_25.txt @@ -0,0 +1,184 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" ";" + ::= + "a path from the entrance to the end with" + ( {";" ) +; + ::= + + ("connected to" | "leading to") + +; + ::= + (", a " | ", the ") + (("with a " {", and a " }) | ) +; + ::= + (", a " | ", the ") + (("with a " {", and a " }) | ) +; + ::= "dungeon" | "chamber" | "passage" | "cave" | "cavern" | ... + ::= | | | | ... + ::= "statue" | "painting" | "table" | "chest" | ... + ::= "goblin" | "troll" | "dragon" | "skeleton" | ... + ::= "pit trap" | "spike pit" | "dart trap" | ... + ::= "gold coins" | "magic potion" | "rare gemstone" | ... + ::= {}* + ::= "great" | "large" | "small" | "dark" | "dank" | "red" | ... +``` +This grammar describes a path through the dungeon as a sequence of rooms, each with its own type and features. The `path-description` rule defines the overall structure of the prompt, while the `path-segment` rule describes each individual segment of the path between two adjacent rooms. The `room-description` and `next-room-description` rules describe the properties of the current room and the next room in the path, respectively. + +The `feature` rule can be further refined to include different types of objects, monsters, traps, treasures, etc., depending on the desired level of detail. The `noun` rule is a list of adjectives that can be used to describe the rooms in the dungeon. This rule can also be expanded with additional nouns as needed. + +This grammar can be used to generate prompts for creating a dungeon by recursively expanding the rules and substituting random values for each nonterminal symbol. For example, a prompt generated from this grammar might look like: +```vbnet +Imagine a path from the entrance to the end with +a large dungeon chamber with a statue of a dragon and a mural on the wall, connected to +a small passage with a locked chest and a pit trap, leading to +a dank cave with stalactites and a pool of water, connected to +the end. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_26.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_26.txt new file mode 100644 index 0000000..a50780b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_26.txt @@ -0,0 +1,173 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" "a" + + ::= ( "to" )* + + ::= | + + ::= "the" ("entrance" | "room") + + ::= + + ::= "dark" | "twisty" | "hidden" | "secret" + + ::=
( )* + +
::= "a" | "an" | "the" + + ::= "labyrinth" | "maze" | "passageway" | "corridor" | "chamber" | "cavern" + + ::= "of" | "with" | "connected to" | "leading to" +``` +This grammar allows for generating prompts that describe a path through the dungeon starting at the entrance and going all the way to the end. The path is made up of one or more locations, which can be either a place (such as the entrance room) or a room (described by a noun phrase). Rooms are described using adjectives and prepositions in addition to nouns. + +For example, this grammar could generate prompts such as: + +* Imagine a path from the entrance to a dark maze with a twisty passageway leading to a hidden chamber +* Imagine a path from the entrance to an ancient cavern connected to a labyrinth of twisting corridors + +Please note that this is just an example grammar, you can make it more complex and add or remove elements according to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_27.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_27.txt new file mode 100644 index 0000000..90d90fd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_27.txt @@ -0,0 +1,196 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```vbnet +dungeon-prompt = "Imagine a path through the dungeon from the entrance to the end, with the following elements:" + "\n" + room+ + "\n" + "What is your response?" + +room = "A room with a " type_name "," + "\n" + "This room is connected to " place "," + "\n" + description + +type_name = weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero_journey + +weapon = "weapon" +spell = "spell" +artifact = "artifact" +magic_item = "magic item" +treasure = "treasure" +monster = "monster" +quest = "quest" +challenge = "challenge" +theme = "theme" +drama = "drama" +music = "music" +art = "art" +secret = "secret" +occult = "occult" +reveal = "reveal" +hero_journey = "hero journey" + +place = the_country | the_region | the_city | the_street | the_house | + the_building | the_dungeon | the_labyrinth | the_cave | the_swamp | + the_room | the_hallway | the_chest | the_bag | the_wallet | + the_vault | the_keep | the_hideout | platos_cave | garden_of_eden | + the_river_styx | the_restaurant_at_the_end_of_the_universe + +description = [(artist_descroption | artifact_descroption | treasure_descroption | monster_descroption | quest_descroption | challenge_descroption)] + +artist_descroption = "This room is designed for an artist to draw/paint" +artifact_descroption = "There is a " artifact " in this room" +treasure_descroption = "There is a treasure hoard in this room" +monster_descroption = "A " monster " lives in this room" +quest_descroption = "This room is the setting for a quest" +challenge_descroption = "This room contains a challenge that must be overcome" +``` +Note: This grammar is just an example and it may need to be adjusted based on the specific use case. + +In this grammar, `dungeon-prompt` is the starting non-terminal symbol which can generate a prompt for creating a dungeon. It consists of one or more rooms, each described by the `room` non-terminal symbol. Each room has a type (weapon, spell, etc.), a place it is connected to and a description. The `type_name` non-terminal symbol can be any of the predefined types in the grammar, and the `place` non-terminal symbol can be any of the predefined places in the grammar. The `description` non-terminal symbol can be one or more artist\_descroption, artifact\_descroption, treasure\_descroption, monster\_descroption, quest\_descroption, challenge\_descroption, which provides additional details about the room. + +Please note that this grammar is just an example and it may need to be adjusted based on the specific use case. Also, you will have to implement a parser for this EBNF in order to generate prompts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_28.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_28.txt new file mode 100644 index 0000000..9a1b0f4 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_28.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: + + ::= "Imagine" + + ::= { " -> " } + + ::= [ " ] + + ::= "north" | "south" | "east" | "west" + + ::= [ "with a" ] [ "connected to" ] + + ::= + + ::= any adjective that describes a room + + ::= any noun that describes a room + + ::= any feature or object that can be found in a room + + ::= "of" + +This grammar allows for the generation of prompts describing a path through the dungeon, starting at the entrance and ending at the final room. Each path segment includes an optional direction, a room description, and an optional description of any features or objects found in the room. The room name consists of an adjective and a noun, while the other room description is used to describe the room that the current room is connected to. + +For example, a prompt generated using this grammar might look like: + +Imagine north dark cave with a glowing crystal -> east treasure-filled chamber with a chest of gold coins -> south guarded throne room with a sleeping dragon + +This prompt describes a path from the entrance (the "dark cave") to the final room (the "guarded throne room"), with two intermediate rooms ("treasure-filled chamber" and "sleeping dragon"). Each room has a feature or object associated with it, such as the glowing crystal in the first room. The directions of the path segments are included to give a sense of the layout of the dungeon. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_29.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_29.txt new file mode 100644 index 0000000..09b017e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_29.txt @@ -0,0 +1,193 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css +dungeon-prompt = "Imagine a", path, "in a", place, ".\n" ; +path = { room | corridor } ; +room = "room with a" type_name ", connected with" { room | entrance | exit } ; +corridor = "corridor connecting" room , "and" room ; +entrance = "dungeon entrance" ; +exit = "dungeon exit" ; +type_name = { weapon | spell | artifact | magic_item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult } ; +place = { country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos_cave | garden_of_eden | river_styx | restaurant_at_the_end_of_the_universe } ; +weapon = "weapon" ; +spell = "spell" ; +artifact = "artifact" ; +magic_item = "magic item" ; +treasure = "treasure" ; +monster = "monster" ; +quest = "quest" ; +challenge = "challenge" ; +theme = "theme" ; +drama = "drama" ; +music = "music" ; +art = "art" ; +secret = "secret" ; +occult = "occult" ; +country = "the country" ; +region = "the region" ; +city = "the city" ; +street = "the street" ; +house = "the house" ; +building = "the building" ; +dungeon = "the dungeon" ; +labyrinth = "the labyrinth" ; +cave = "the cave" ; +swamp = "the swamp" ; +room = "the room" ; +hallway = "the hallway" ; +chest = "the chest" ; +bag = "the bag" ; +wallet = "the wallet" ; +vault = "the vault" ; +keep = "the keep" ; +hideout = "the hideout" ; +platos_cave = "Plato's cave" ; +garden_of_eden = "the Garden of Eden" ; +river_styx = "the River Styx" ; +restaurant_at_the_end_of_the_universe = "the restaurant at the end of the universe" ; +``` +This grammar defines a `dungeon-prompt` which is made up of a path through the dungeon and a place. The `path` consists of one or more `room`s or `corridor`s. A `room` has a type name, and is connected to other rooms or entrances/exits. A `corridor` connects two existing rooms. +The grammar also includes several non-terminals for different types of `type_name` and `place`. These can be used to generate more varied prompts by combining different types of rooms, corridors, and places. +You can use this grammar to generate prompts and create the dungeon as per your requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_3.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_3.txt new file mode 100644 index 0000000..5dadfd6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_3.txt @@ -0,0 +1,186 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= path +path ::= (room | corridor) path | empty +room ::= "Enter" " " room\_name +corridor ::= "Walk" " " direction +direction ::= "north" | "south" | "east" | "west" +empty ::= "" +room\_name ::= identifier +identifier ::= [a-zA-Z\_][a-zA-Z0-9\_]* + +This grammar defines a dungeon as a sequence of rooms and corridors. Rooms are entered by using the "Enter" keyword followed by the room name, while corridors are traversed using the "Walk" keyword followed by a direction (north, south, east, or west). The grammar also allows for empty sequences, which can be used to represent exits from the dungeon. Room names are identified using the identifier non-terminal, which matches any sequence of letters, digits, or underscores that starts with a letter or underscore. + +Here is an example of a prompt generated using this grammar: + +Enter the entrance +Walk north +Enter the first room +Walk east +Enter the second room +Walk south +Enter the third room +Walk west +Exit the dungeon + +This prompt describes a path through a dungeon that starts at the entrance, goes through three rooms, and then exits the dungeon. The grammar can be extended to include other elements of a dungeon, such as monsters, treasures, and quests. For example, the room non-terminal could be expanded to include these elements: + +room ::= "Enter" " " room\_name ("(" monster ")" | "(" treasure ")" | "(" quest ")" )* +monster ::= identifier +treasure ::= identifier +quest ::= identifier + +This would allow prompts to describe rooms with monsters, treasures, and quests. For example: + +Enter the entrance +Walk north +Enter the first room (goblin) (gold) (rescue the princess) +Walk east +Enter the second room (dragon) (diamond) +Walk south +Exit the dungeon + +This prompt describes a path through a dungeon that starts at the entrance, goes through two rooms with monsters and treasures, and then exits the dungeon. The first room also has a quest to rescue the princess. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_30.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_30.txt new file mode 100644 index 0000000..d2b1b5f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_30.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: + +path = "Starting at the entrance, take a path leading", path\_segment, { path\_segment } , "to reach the end of the dungeon." ; + +path\_segment = "go ", direction, ", then take a turn", turn, ";" ; + +direction = "north" | "south" | "east" | "west" ; + +turn = "left" | "right" ; + +This grammar can be used to generate prompts like: + +* Starting at the entrance, take a path leading north, then take a turn left; then go south, then take a turn right; and so on until reaching the end of the dungeon. +* Starting at the entrance, take a path leading east, then take a turn left; then go west, then take a turn right; and so on until reaching the end of the dungeon. +* And so on for all possible combinations of directions and turns. + +This is just an example, you can add or remove elements to this grammar to suit your needs. For example, you could add elements for doors, traps, monsters, treasure, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_31.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_31.txt new file mode 100644 index 0000000..ed9250b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_31.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= { "" } + ::= + ::= "north" | "south" | "east" | "west" + ::= "room with a " + ::= "dark" | "damp" | "cold" | "hot" + ::= "chest" | "door" | "lever" | "monster" | "treasure" +``` +This grammar defines a path through the dungeon as a series of rooms connected by directions. Each room is described by an adjective and a noun, such as "dark room with a chest." The direction keywords "north," "south," "east," and "west" can be used to connect adjacent rooms in the path. + +This grammar can be extended with additional elements such as monsters, treasures, puzzles, and events to create more complex and interesting dungeons. Here is an example of how the grammar could be extended to include monsters: +```css + ::= { "" } + ::= [ ] + ::= "A " "monster blocks the way!" + ::= "giant" | "fierce" | "hideous" | "deadly" + ::= "north" | "south" | "east" | "west" + ::= "room with a " + ::= "dark" | "damp" | "cold" | "hot" + ::= "chest" | "door" | "lever" | "treasure" +``` +In this example, the `` nonterminal has been added to the grammar, which represents a monster that is blocking the way in a room. The monster is described by an adjective such as "giant" or "fierce," and the room description remains unchanged. + +This grammar can be further extended to include treasures, puzzles, and other elements of a typical RPG setting. The possibilities are endless! +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_32.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_32.txt new file mode 100644 index 0000000..2512d7b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_32.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= + ::= { } + ::= [] + ::= "connects" | "leads to" + ::= + ::= "dark" | "damp" | "moldy" | "cramped" | "spacious" + ::= "room" | "chamber" | "cave" | "corridor" | "passage" + ::= { ", " } + ::= | | + ::= "chest" | "pile of gold" | "magic artifact" + ::= "goblin" | "troll" | "dragon" | "skeleton" + ::= "trapdoor" | "dead end" | "locked door" +``` +This grammar defines a dungeon as a series of connected rooms, where each room has a description and may contain items. The `` non-terminal allows for some variation in how the connection between rooms is described. The `` and `` non-terminals can be expanded with more options to provide more variety in room descriptions, and similar expansions can be made to the `` non-terminal as well. + +It is also possible to add additional elements such as NPCs, traps, puzzles, etc. The grammar above is a very simple example, you can expand it based on your requirement. + +Please note that this is just an example and not the final version, it will require further refinement, testing, and validation before being used in a real-world application. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_33.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_33.txt new file mode 100644 index 0000000..55103bf --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_33.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= + + + ::= | + + ::= "We are at the" + + ::= "Going" "leads to" + + ::= + + ::= "north" | "south" | "east" | "west" + + ::= "dark" | "cold" | "dangerous" | "secret" | "mysterious" + + ::= "cavern" | "corridor" | "chamber" | "passage" | "tunnel" +``` +This grammar describes a dungeon as one or more paths, where each path starts at a room and goes in a certain direction to the next room. Each room is described by an adjective and a noun. The directions are fixed to north, south, east, and west. + +You can use this grammar to generate prompts for creating different parts of the dungeon by expanding on the non-terminal symbols in the grammar. For example, you could generate a prompt for a room using the following template: +```vbnet +"We are at the {adjective} {noun}. Describe what it looks like and what is inside." +``` +You can replace `{adjective}` and `{noun}` with random values from your list of adjectives and nouns. You can also add more details to the prompt as needed, such as asking for a description of any monsters or treasure that might be found in the room. + +Similarly, you could generate a prompt for a direction using the following template: +```vbnet +"Going {direction_name} leads to what?" +``` +You can replace `{direction_name}` with a random value from your list of direction names. You can also add more details to the prompt as needed, such as asking for a description of the next room or any obstacles that might be encountered along the way. + +Using this grammar, you can generate a wide variety of prompts for creating different parts of the dungeon. You can customize the grammar and the templates as needed to fit your specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_34.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_34.txt new file mode 100644 index 0000000..71e45cb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_34.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= place (direction place)* +direction ::= "north" | "south" | "east" | "west" +place ::= type_name with_a type_modifier connected_to place_modifier +type_name ::= "dungeon" | "room" | "hallway" | "chamber" | ... +type_modifier ::= "dark" | "lit" | "secret" | "guarded" | ... +place_modifier ::= "of" type_name | "connected_to" place | ... +with_a ::= "with a" | "" +connected_to ::= "connected to" | "leading to" +``` +This grammar allows for the generation of paths through a dungeon by specifying a series of connected places, each with a type name and optional modifiers. The direction between places is specified using one of the four cardinal directions. The `with_a`, `connected_to`, and `connected_to` productions are used to add additional details to the path. + +For example, the following prompt could be generated using this grammar: +``` +Consider a dark dungeon room with a hidden treasure chest connected to a guarded hallway leading to a secret chamber of gold. What is your response? Please generate variant array of size 3 +``` +This prompt asks for three variants of the given path, each with different details and potentially different layouts. The language model can use its knowledge of dungeons, treasures, chambers, etc to create appropriate descriptions for each variant. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_35.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_35.txt new file mode 100644 index 0000000..b70115d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_35.txt @@ -0,0 +1,236 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less +dungeon_prompt ::= "Imagine" "a path through the dungeon starting at the entrance and going all the way to the end." + "\n" + place + { + ("with a" type) + { + ("doing" verb) + } + place + } + "\n" + "What is your response?" + "\n" + "Please generate variant array of size" try_n + "\n" + "\"" + +place ::= "the country" + | "the region" + | "the city" + | "the street" + | "the house" + | "the building" + | "the dungeon" + | "the labyrinth" + | "the cave" + | "the swamp" + | "the room" + | "the hallway" + | "the chest" + | "the bag" + | "the wallet" + | "the vault" + | "the keep" + | "the hideout" + | "platos cave" + | "garden of eden" + | "the river styx" + | "the restaurant at the end of the universe" + +type ::= "weapon" + | "spell" + | "artifacts" + | "magic items" + | "treasure" + | "monster" + | "quest" + | "challenge" + | "theme" + | "drama" + | "music" + | "art" + | "secrets" + | "occult" + | "reveal" + | "hero journey" + +verb ::= "role-play" + | "specify" + | "encode" + | "code" + | "program" + | "prove" + | "create" + | "design" + | "analyse" + | "lift" + | "shift" + | "splice" + | "quote" + | "quasi-quote" + | "quasi-quine-quote" + | "quasi-quine-quote-in-ocaml" + | "quasi-quine-quote-in-ocaml-coq-metacoq" + | "quasi-quine-quote-in-ocaml-coq-metacoq-intro" + | "quasi-quine-quote-in-ocaml-coq-metacoq-tactics" + | "quasi-quine-quote-in-ocaml-coq-metacoq-more" + | "run" + | "test" + +try_n ::= [0-9]+ +``` +In this grammar, `dungeon\_prompt` is the top-level non-terminal symbol that represents a prompt for creating a path through the dungeon. It starts with the phrase "Imagine a path through the dungeon starting at the entrance and going all the way to the end." followed by a place, which can be one of many different types of locations in the dungeon. + +After the initial place, the grammar allows for zero or more repetitions of a `type` non-terminal symbol, followed by an optional `verb` and another `place`. This structure allows for generating prompts that include multiple elements with different types and actions along the path through the dungeon. + +The `try_n` non-terminal symbol is used to specify the size of the variant array that should be generated in response to the prompt. It can be any positive integer. + +The other non-terminal symbols in this grammar (`place`, `type`, and `verb`) represent different elements that can appear in a dungeon prompt. The `place` symbol includes many different types of locations, while the `type` symbol represents various objects or challenges that might be found in the dungeon. The `verb` symbol includes actions that might be taken by the player or other entities in the dungeon. + +Overall, this grammar can be used to generate a wide variety of prompts for creating a dungeon, allowing for the creation of many different types of challenges and obstacles for players to overcome. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_36.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_36.txt new file mode 100644 index 0000000..924634a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_36.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= { } + ::= "the" ";" + ::= "the" "connected with" ";" + ::= [
] +
::= "a" | "an" | "the" + ::= {} + ::= | | | | + ::= "dungeon" | "region" | "city" | "street" | "house" | "building" | + "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | + "cave" | "swamp" | "room" | "hallway" | + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | + "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | + "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | + "create" | "design" | "describe" | "analyse" | "lift" | "shift" | + "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | + "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | + "imagine" | "run" | + ::= | + ::= | + ::= | + ::= "entrance" | "exit" | "dead end" | "trap" | "monster den" | "hidden room" + ::= "imagine" | "run" | "generate" | "create" | "write" | "program" | "design" +``` +This grammar describes a path through the dungeon as a series of rooms connected by hallways. Each room and hallway is described using one or more adjectives, followed by a simple noun. The adjectives can be type terms (such as "weapon" or "spell"), verbs (such as "code" or "prove"), artifacts, magic items, or treasures. The simple nouns can be specific places in the dungeon (such as "entrance" or "exit"), or more general place nouns (such as "room" or "hallway"). + +The grammar also allows for the use of top-level verbs such as "imagine" or "run", which can be used to describe the execution of a program or the simulation of a scenario. These verbs can be followed by additional modifiers, such as "the program" or "the scenario". + +Overall, this grammar provides a flexible and extensible way to generate prompts for creating a dungeon, and could be easily adapted to other similar scenarios. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_37.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_37.txt new file mode 100644 index 0000000..80d841b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_37.txt @@ -0,0 +1,163 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= [entrance room]* end +entrance ::= "the entrance" +end ::= "the final boss room" | "the treasure room" +room ::= path | regular\_room +path ::= "corridor leading to" room +regular\_room ::= ["a" | "the"] type\_name [with a]? description? +type\_name ::= ("weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey") +description ::= (adjective\_list)? noun\_phrase? verb\_phrase? +adjective\_list ::= adjective* +noun\_phrase ::= ("a" | "the") singular\_noun +singular\_noun ::= ("dwarf" | "elf" | "human" | "orc" | "goblin" | "troll" | "dragon" | "chest" | "door" | "key" | "trap" | "potion" | "scroll" | "altar" | "pedestal" | "statue" | "fountain" | "pool" | "pit" | "stairs" | "ladder" | "bridge") +verb\_phrase ::= verb? (preposition? noun\_phrase)* +verb ::= ("guard" | "protect" | "watch" | "block" | "unlock" | "disarm" | "open" | "close" | "activate" | "deactivate" | "read" | "use" | "drink" | "eat" | "cast" | "summon" | "fight" | "defeat" | "slay" | "worship" | "pray" | "cross") +preposition ::= ("in" | "on" | "under" | "over" | "behind" | "next to" | "between" | "through" | "across" | "from" | "to") + +This grammar defines a dungeon as a series of rooms connected by corridors, with the option for some rooms to be special types of rooms such as treasure rooms or boss rooms. Each room can have an optional type and description, which can include a list of adjectives, a noun phrase, and a verb phrase. The grammar also includes a list of verbs that can be used in the verb phrases. + +This is just one example of how a grammar for generating dungeon prompts could be defined. Depending on the desired complexity and specific use case, this grammar could be expanded or modified as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_38.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_38.txt new file mode 100644 index 0000000..ff3c108 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_38.txt @@ -0,0 +1,261 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```vbnet +dungeon = {path | room}* + +path = path_segment+ + +path_segment = + "From" place + ("to" place | "and then" place) + ("," place | "; and then" place)* + +room = + "Enter" place + ("and find" description | "where you see" description) + ("." | "," | ";") + +description = + object_description* + monster_description* + treasure_description* + quest_description* + +object_description = + "a" object_type (":" object_details | ",")* + +object_type = + "weapon" | "spell" | "artifact" | "magic item" + +object_details = + appearance | effect | origin | name + +appearance = + "that looks like" appearance_detail + +effect = + "that has the power of" power + +origin = + "that comes from" origin_place + +name = + ("called" name_string | "named" name_string) + +monster_description = + "a" monster_type (":" monster_details | ",")* + +monster_type = + "monster" | "beast" | "creature" + +monster_details = + appearance | power | origin | name + +treasure_description = + "a treasure chest containing" treasure_items ("," treasure_items)* + +treasure_items = + "some" item_type ("worth" value | "in a quantity of" quantity) + +item_type = + "gold" | "jewels" | "magic items" + +value = + number_string | amount_string + +quantity = + number_string | amount_string + +quest_description = + "a quest to" quest_action ("," quest_action)* + +quest_action = + "find" object_type | "slay" monster_type | "retrieve" treasure_type + +place = + identifier | "the" place_noun + +place_noun = + ("room" | "area" | "section") "of" the_dungeon + +the_dungeon = + ("this" | "the") dungeon_name + +dungeon_name = + ("dungeon" | "labyrinth" | "maze") + +appearance_detail = + identifier | "of" appearance_noun + +appearance_noun = + ("color" | "shape" | "size" | "material") + +power = + identifier | "the power to" verb_infinitive + +origin_place = + identifier | "of" origin_noun + +origin_noun = + ("place" | "region" | "realm") + +name_string = + ("'"+identifier+"'" | identifier) + +number_string = + digit+ ("." digit*)? + +amount_string = + number_string ("dozen" | "hundred" | "thousand" | "million") +``` +This grammar includes rules for generating descriptions of rooms, objects, monsters, treasures, and quests. It also includes rules for generating place names and references to the dungeon itself. The grammar can be used to generate a wide variety of prompts for creating a dungeon. For example: +```vbnet +Enter the entrance and find a weapon called the Sword of Light. It looks like a longsword made of pure silver, with intricate runes etched along the blade. The sword has the power to cut through any material, no matter how dense or hard. The sword comes from the Forge of Eternity, deep within the heart of the dungeon. + +From the entrance and then to the first room, where you see a treasure chest containing some gold worth 100 pieces and a magic item called the Ring of Invisibility. The ring has the power to make the wearer invisible to any sight, no matter how powerful or mundane. The ring comes from the Tower of the Sorceress, located in the far reaches of the dungeon. + +From the first room and then to the second room, where you see a monster called the Dragon of Darkness. It is a massive, black dragon with eyes that glow red with malice. The dragon has the power to breathe fire and control shadows. It comes from the Caverns of Eternal Night, deep beneath the surface of the world. +``` +This grammar can be extended or modified to include additional rules for generating other types of prompts or descriptions. For example, it could be modified to include rules for generating traps, puzzles, or non-player characters (NPCs). It could also be modified to generate prompts in different styles or tones, such as more serious or humorous prompts. The possibilities are endless! +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_39.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_39.txt new file mode 100644 index 0000000..55fb36d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_39.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" "a" + + ::= { "-" } + + ::= [ "<-" ] + + ::= [ "of" ] | "the" + + ::= any adjective that describes a room or location in a dungeon (e.g. "dark", "twisty", "secret") + + ::= any noun that represents a room or location in a dungeon (e.g. "corridor", "chamber", "crypt") + + ::= [ "of" ] | "the" + +This grammar generates prompts that describe a path through the dungeon starting at the entrance and going all the way to the end. Each node on the path is represented by a description, which consists of an adjective (optional) and a noun (required). Nodes can be connected to each other with a connection, which is also represented by a description consisting of an adjective (optional) and a noun (required). + +For example, the following prompt could be generated from this grammar: + +Imagine a dark corridor - a secret chamber - the treasure room + +This prompt describes a path through the dungeon that starts at the entrance, goes through a dark corridor, then a secret chamber, and finally ends at the treasure room. The connection between the dark corridor and the secret chamber is not explicitly described in this prompt, but it could be inferred based on the fact that they are connected by the "-" symbol. + +This grammar can be expanded to include more elements of a dungeon such as monsters, treasures, traps, puzzles, etc. To do so, you would need to add new non-terminal symbols and rules that describe those elements in the context of a dungeon path. For example, you could add a rule for generating prompts that include a monster: + + ::= [ "of" ] | "the" | "" + + ::= any noun or proper name that represents a monster in a dungeon (e.g. "dragon", "goblin", "Balrog") + +This would allow you to generate prompts like this: + +Imagine a dark corridor - the dragon's lair - the treasure room + +This prompt describes a path through the dungeon that starts at the entrance, goes through a dark corridor, then the dragon's lair (where the dragon is), and finally ends at the treasure room. The connection between the dark corridor and the dragon's lair is not explicitly described in this prompt, but it could be inferred based on the fact that they are connected by the "-" symbol. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_4.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_4.txt new file mode 100644 index 0000000..4c835b6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_4.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_prompt ::= "Imagine" "a" type_name "in" place +type_name ::= "dungeon" | "room" | "corridor" | "challenge" | "monster" | "treasure" +place ::= "the" location +location ::= ("entrance" | "exit" | "intersection" | "dead end") +``` +This grammar defines a `dungeon_prompt` which is made up of an "Imagine" keyword, followed by a type name, and a place. The type name can be one of several options such as "dungeon", "room", or "monster". The place is defined using a location, which can be the entrance, exit, intersection, or dead end. + +For example, a prompt generated from this grammar could be: + +* "Imagine a dungeon in the entrance" +* "Imagine a monster in the intersection" +* "Imagine a treasure in the exit" + +This is just one possible grammar and can be modified to suit the specific needs of your project. It also doesn't cover all the aspects of the dungeon, but it's a starting point that you could expand on. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_40.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_40.txt new file mode 100644 index 0000000..6c9d848 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_40.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path = entrance room* exit + +entrance = "You enter the dungeon through a" {description} "and find yourself in the" {description} "." + +room = "You move through a" {description} "into a" {description} "." + +exit = "Exiting the" {description} ", you find yourself at the end of your journey." + +description = ("dark" | "lit" | "twisty" | "narrow" | "spacious" | "dangerous") ("corridor" | "tunnel" | "passage" | "cave" | "room") +``` +This grammar can be used to generate prompts for creating a dungeon path by combining and varying the elements of the grammar. For example, a prompt could be generated as follows: + +* Generate a random number of rooms between 2 and 5. +* Use the `entrance` production to generate the entrance description. +* For each room, use the `room` production to generate a room description. +* Use the `exit` production to generate the exit description. + +This would produce a prompt like: +``` +You enter the dungeon through a dark tunnel and find yourself in the spacious cave. You move through a lit passage into a narrow corridor. You move through a twisty tunnel into a dangerous room. Exiting the dangerous room, you find yourself at the end of your journey. +``` +This prompt could then be used to generate the descriptions for an artist to create a comic book panel or other visual representation of the dungeon path. The grammar can be extended with additional elements and variations to generate more complex and varied dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_41.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_41.txt new file mode 100644 index 0000000..23290ea --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_41.txt @@ -0,0 +1,215 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: +```less +prompt ::= "Imagine" SP "a path" SP "from" SP from_location SP "to" SP to_location SP ";" + {SP section}+ + +from_location ::= location + | "the entrance" + +to_location ::= location + | "the end" + +section ::= "Consider" SP section_type SP SP + {attribute_assignment} + [":" SP description] ";" + +section_type ::= "room" + | "corridor" + | "junction" + | "puzzle" + | "trap" + +attribute_assignment ::= attribute "=" value + +attribute ::= "lighting" + | "monsters" + | "treasure" + | "difficulty" + +value ::= number + | "low" + | "medium" + | "high" + +description ::= text + +number ::= digit {digit} + +digit ::= "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" + +text ::= quotation_mark {character} quotation_mark + +quotation_mark ::= "\"" + +character ::= letter + | digit + | punctuation + +letter ::= "a" | "b" | "c" | "d" | "e" | "f" | "g" | "h" | "i" | "j" + | "k" | "l" | "m" | "n" | "o" | "p" | "q" | "r" | "s" | "t" + | "u" | "v" | "w" | "x" | "y" | "z" + +punctuation ::= "." | "," | ":" | ";" | "!" | "?" +``` +This grammar can be used to generate a variety of prompts for creating different sections of a path through a dungeon, such as rooms, corridors, and puzzles. The `attribute_assignment` rule allows for the specification of various attributes of each section, such as lighting, monsters, treasure, and difficulty. The `description` rule can be used to provide additional context or instructions for creating each section. + +Here is an example of a prompt that could be generated using this grammar: +```vbnet +Imagine a path from the entrance to the end; +Consider room with; + lighting = medium; + monsters = low; + treasure = high; + difficulty = medium; +: This is a spacious and well-lit room, with a few weak monsters lurking in the corners. There is a large chest filled with gold and precious gems in the center of the room, guarded by a tougher monster. The door to the next section is located on the opposite side of the room. + +Consider corridor with; + lighting = low; + monsters = medium; + treasure = low; + difficulty = high; +: This long and narrow corridor is dimly lit, making it difficult to see what lies ahead. There are several groups of monsters lurking in the shadows, ready to ambush any unwary adventurers. The corridor is mostly empty, but there may be a small amount of treasure hidden in the darkness. The door to the next section is located at the end of the corridor. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_42.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_42.txt new file mode 100644 index 0000000..ec67223 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_42.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +``` +prompt ::= "Imagine" starter "a path from" start_place "to" end_place +start_place ::= "the entrance" | place +end_place ::= "the exit" | place +starter ::= "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This grammar can be used to generate prompts like: + +* Consider a path from the entrance to the exit +* Draw a path from the country to the region +* Paint a path from the city to the street +* Compose a path from the house to the building +* Balance a path from the dungeon to the labyrinth +* Imagine a path from platos cave to the garden of eden +* Consider a path from the river styx to the restaurant at the end of the universe + +You can expand this grammar to include other elements of the dungeon, such as monsters, treasures, and quests. For example: +``` +prompt ::= "Imagine" starter "a path from" start_place "to" end_place [containing|avoiding] treasure [and|or] monster [to|from] quest +start_place ::= "the entrance" | place +end_place ::= "the exit" | place +starter ::= "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +treasure ::= "a treasure" | "a chest with treasure" | "a room with treasure" +monster ::= "a monster" | "a group of monsters" | "a boss monster" +quest ::= "a quest" | "a main quest" | "a side quest" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +``` +This expanded grammar can be used to generate prompts like: + +* Consider a path from the entrance to the exit containing a treasure and avoiding a monster to a quest +* Draw a path from the country to the region with a chest with treasure +* Paint a path from the city to the street with a room with treasure and a group of monsters +* Compose a path from the house to the building with a boss monster and a main quest +* Balance a path from the dungeon to the labyrinth with a side quest +* Imagine a path from platos cave to the garden of eden containing a treasure and avoiding a monster +* Consider a path from the river styx to the restaurant at the end of the universe with a chest with treasure and a group of monsters and a main quest + +You can continue expanding this grammar as needed to generate prompts for creating different elements of the dungeon. For example, you could add rules for generating prompts for creating rooms, corridors, traps, puzzles, and other features of the dungeon. You can also use this grammar to generate prompts for other types of simulations, such as a city, a forest, or a space station. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_43.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_43.txt new file mode 100644 index 0000000..1f9be33 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_43.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```lua + ::= "Imagine" ";" "?", ";" ";" + + ::= ("role-playing" | "specifying" | "encoding" | "programming" | "proving" | "creating" | "designing" | "describing" | "analysing" | "lifting" | "shifting" | "splice" | "quoting" | "quasi-quoting" | "meta-quoting") + ()* + + ::= ("quickly" | "slowly" | "carefully" | "recklessly" | "thoroughly" | "hastily") + + ::= ("weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey") + + ::= ("the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe") + ()* + + ::= ("dark" | "lit" | "dank" | "moist" | "dry" | "hot" | "cold" | "noisy" | "quiet" | "busy" | "empty") + + ::= ( ) + + ::= ("big" | "small" | "tall" | "short" | "long" | "wide" | "deep" | "dark" | "lit" | "dank" | "moist" | "dry" | "hot" | "cold" | "noisy" | "quiet" | "busy" | "empty") + + ::= ("room" | "corridor" | "passageway" | "door" | "gate" | "staircase" | "trap" | "puzzle" | "monster" | "treasure" | "weapon" | "spell" | "artifact" | "secret") + + ::= ("The" "is" "." | "There is a" "that is" ".") + + ::= (
) + +
::= ("the" | "a") +``` +This grammar allows for the generation of prompts that describe a specific action, object, and location in the dungeon. It includes several different options for verbs, adjectives, and nouns to add variety to the generated prompts. The `` and `` rules allow for more complex descriptions of objects and locations by combining an article and a noun with one or more adjectives. + +Here are some examples of prompts that could be generated using this grammar: + +* "Imagine role-playing in a dark cave, quickly descending a winding staircase, carefully examining a hidden treasure chest." +* "Specifying a lit room with tall windows, thoroughly investigating a mysterious artifact, hastily avoiding a trap door." +* "Proving your worth by solving a complex puzzle, meticulously navigating a twisting corridor, revealing an ancient secret." + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_44.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_44.txt new file mode 100644 index 0000000..4cb1fa5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_44.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_path ::= path_segment* +path_segment ::= room | corridor +room ::= "Enter the room with " type_name ", containing " contents " and an exit leading to " next_room +corridor ::= "Travel through the " description " corridor, which connects " start_room " to " end_room +type_name ::= "a" | "the" | " " | +contents ::= (, , ...) | empty +object ::= "a" | "the" | " " | +next_room ::= room_name | exit +description ::= " " | | ("of" | "with") " " | ( | "towards") " " room_name +start_room ::= room_name +end_room ::= room_name +``` +In this grammar, `dungeon_path` is a sequence of one or more `path_segment`s, which can be either a `room` or a `corridor`. A `room` consists of an entrance description, a list of contents, and an exit leading to the next room. A `corridor` connects two rooms and has a description of its own. + +The `type_name`, `contents`, and `object` nonterminals are used to generate noun phrases, which can be modified by adjectives or prepositions as needed. The `next_room`, `description`, `start_room`, and `end_room` nonterminals are used to specify the relationships between different parts of the dungeon. + +For example, a prompt generated using this grammar might look like: +```vbnet +Enter the dimly lit room with an ancient chest, containing a gleaming sword and a dusty scroll, and an exit leading to the twisting corridor. Travel through the damp corridor, which connects the dimly lit room to the guarded chamber. Enter the guarded chamber with a massive door, containing nothing, and an exit leading to the treasure vault. +``` +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_45.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_45.txt new file mode 100644 index 0000000..a7455b9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_45.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` +dungeon_path = { room } +room = "Enter" room_name, { room_description }, "Exit" room_exits +room_name = +room_description = +room_exits = { exit } +exit = "Exit to" direction, "is" room_name +direction = "north", "south", "east", "west" +``` +This grammar defines a `dungeon\_path` as a sequence of `room`s. Each `room` has a name and a description, and a list of exits to other rooms. The exits are described by their direction and the name of the room they lead to. This is just an example, you can add more elements like treasure, monsters, traps etc. + +You can use this grammar to generate prompts by randomly selecting values for each non-terminal in the grammar. For example, a prompt generated from this grammar might look like: +``` +Enter Entrance Hall, A large room with a grand door at the north end and three other exits. Exit to North is Great Hall, Exit to East is Kitchen, Exit to West is Bedroom. +``` +You can also use this grammar as a starting point for more complex generators that include more features of your game. + +Let me know if you have any question or need further help. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_46.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_46.txt new file mode 100644 index 0000000..1d461be --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_46.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = {room | corridor} + +room = "room" "with a" type\_name "connected to" place, {( "and" room)} + +corridor = "corridor" "connecting" place "to" place, {( "and" corridor)} + +type\_name = element | feature + +element = weapon | spell | artifact | magic item | treasure | monster | quest | challenge + +feature = theme | drama | music | art | secrets | occult | reveal | hero journey + +place = the country | the region | the city | the street | the house | the building | the dungeon | the labyrinth | the cave | the swamp | the room | the hallway | the chest | the bag | the wallet | the vault | the keep | the hideout | platos\_cave | garden\_of\_eden | the river\_styx | the restaurant\_at\_the\_end\_of\_the\_universe + +verb = role-play | specify | encode | code | program | prove | create | design | create\_descriptions | compose | balance | imagine | consider | draw | paint | analyse | lift | shift | splice | quote | quasi-quote | quasi-quine-quote | quasi-quine-quote-in-ocaml | quasi-quine-quote-in-ocaml-coq-metacoq | quasi-quine-quote-in-ocaml-coq-metacoq-introspector | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quote + +This grammar defines a dungeon as a series of rooms and corridors. Each room has a type name, which can be an element or a feature, and is connected to one or more places. A corridor connects two places. The verbs are actions that the user can take in order to create the dungeon, such as role-playing or composing. + +For example, using this grammar, you could generate the following prompt: "Imagine creating a room with a weapon connected to the city." +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_47.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_47.txt new file mode 100644 index 0000000..58762e2 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_47.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path ::= [(room | corridor)+] + +room ::= "Enter room" + +corridor ::= "Walk down the corridor" + +This grammar defines a path as an optional sequence of one or more rooms and/or corridors. A room is represented by the phrase "Enter room", and a corridor is represented by the phrase "Walk down the corridor". + +To generate prompts for creating a specific path, you can simply concatenate the phrases generated by this grammar in the desired order. For example, to generate a prompt for creating a path with two rooms connected by a corridor, you could use the following template: + +"Create a path that goes from the entrance to the first room, through a corridor, and then to the second room. The first room should have [description of the first room]. The corridor should have [description of the corridor]. The second room should have [description of the second room]." + +You can customize this template by adding additional elements or modifying it as needed. For example, you could include more detailed descriptions of the rooms and corridors, or you could add additional types of locations such as chambers or antechambers. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_48.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_48.txt new file mode 100644 index 0000000..1c8e317 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_48.txt @@ -0,0 +1,180 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: + +path ::= path\_segment | ε + +path\_segment ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " verb "; Type Name: " type\_name "; Place: " place " What is your response?" + +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" +| "create" | "design" | "create descriptions for an artist" +| "create descriptions for an artist to design a comic book panel" +| "analyse" | "lift" | "shift" | "splice" | "quote" +| "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" +| "quasi-quine-quote-in-ocaml-coq-metacoq" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" +| "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" +| "meta-quote" + +type\_name ::= "weapon" | "spell" | "artifacts" | "magic items" +| "treasure" | "monster" | "quest" | "challenge" +| "theme" | "drama" | "music" | "art" | "secrets" +| "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" +| "the house" | "the building" | "the dungeon" | "the labyrinth" +| "the cave" | "the swamp" | "the room" | "the hallway" +| "the entrance" | "the end" + +In this grammar, the non-terminal symbol path represents a path through the dungeon. It can be empty (ε), or it can consist of one or more path\_segments. Each path\_segment is a prompt for generating a piece of the dungeon using a specific verb, type of object, and location in the dungeon. The verb, type name, and place are chosen from predefined lists. + +This grammar can be used to generate prompts by recursively expanding the non-terminal symbol path. For example, the following prompt would be generated by expanding path to path\_segment, then expanding path\_segment: + +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : "create"; Type Name: "monster"; Place: "the entrance" What is your response? + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_49.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_49.txt new file mode 100644 index 0000000..afe5a97 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_49.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon-prompt = "Imagine a", type-name, "in", place, "as you", verb, "through the dungeon." +type-name = "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place = the-country | the-region | the-city | the-street | the-house | the-building | the-dungeon | the-labyrinth | the-cave | the-swamp | the-room | the-hallway | the-chest | the-bag | the-wallet | the-vault | the-keep | the-hideout | platos-cave | garden-of-eden | the-river-styx | the-restaurant-at-the-end-of-the-universe +verb = "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +the-country = "the country" +the-region = "the region" +the-city = "the city" +the-street = "the street" +the-house = "the house" +the-building = "the building" +the-dungeon = "the dungeon" +the-labyrinth = "the labyrinth" +the-cave = "the cave" +the-swamp = "the swamp" +the-room = "the room" +the-hallway = "the hallway" +the-chest = "the chest" +the-bag = "the bag" +the-wallet = "the wallet" +the-vault = "the vault" +the-keep = "the keep" +the-hideout = "the hideout" +platos-cave = "Plato's cave" +garden-of-eden = "the Garden of Eden" +the-river-styx = "the River Styx" +the-restaurant-at-the-end-of-the-universe = "the Restaurant at the End of the Universe" +``` +This grammar can be used to generate a wide variety of prompts for creating different types of elements in the dungeon, each with its own verb and place. The `dungeon-prompt` production rule serves as the starting point for generating prompts, and it can be customized by changing the values of the `type-name`, `place`, and `verb` production rules. + +For example, using this grammar, you could generate a prompt like this: +```vbnet +Imagine a weapon in the dungeon as you role-play through the dungeon. +``` +Or like this: +```vbnet +Imagine a treasure in Plato's cave as you program through the labyrinth. +``` +You can also customize the grammar to add more options or modify the existing ones. This is just an example, and you can adjust it to fit your specific needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_5.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_5.txt new file mode 100644 index 0000000..a90fd39 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_5.txt @@ -0,0 +1,201 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```rust + ::= "Imagine a path from the entrance to the end of the dungeon, with the following features:" + * + "; What is your response?" + + ::= | + + ::= "A" "" + | + | + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secrets" | "occult" | "reveal" + | "hero journey" + + ::= + ( | ) + + ::= "deadly" | "mysterious" | "ancient" | "magical" + | "cursed" | "glowing" | "shimmering" | "dark" + + ::= | "trap" | "door" | "corridor" | "chamber" + | "stairs" | "passage" | "tunnel" + + ::= ("in the" | "at the") + + ::= "encountering" | "fighting" | "avoiding" | "disabling" + | "unlocking" | "opening" | "deciphering" | "searching" + | "studying" + + ::= | "the end of the dungeon" + + ::= "in" | "at" | "on" | "under" | "behind" | "between" + | "past" | "through" | "around" | "above" + + ::= | + + ::= "the entrance" | "" + | "a room with a" * + + ::= "north" | "south" | "east" | "west" | "up" | "down" + | "left" | "right" +``` +This grammar can be used to generate prompts by recursively combining features, which can include a type of object or event (such as a weapon or encounter), a verb phrase describing an action or state, and a place phrase indicating a location or direction. The `` production allows for adjective-noun or adjective-verb combinations to provide more detail about the feature. + +Here is an example of a prompt generated using this grammar: +```makefile +Imagine a path from the entrance to the end of the dungeon, with the following features: +A weapon "shimmering with ancient magic" at the end of the corridor; +A monster "encountering brave adventurers" in the chamber on the left; +A quest "to find the cursed treasure" in the room beyond the unlocked door; +A trap "disabling by skilled rogues" in the passage to the east; +The end of the dungeon. + +What is your response? +``` +This prompt describes a series of events and locations along a path from the entrance to the end of the dungeon, including a weapon with magical properties, a dangerous monster, a quest to find treasure, a trap that can be disarmed by skilled rogues, and the final destination. The grammar allows for a variety of combinations and permutations of features, making it easy to generate many different prompts for creating a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_50.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_50.txt new file mode 100644 index 0000000..a5c75dd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_50.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby + ::= + + + ::= | + + ::= + + ::= "You are in a" + + ::= [] + + ::= ("dungeon" | "cavern" | "labyrinth" | "maze") + + ::= ("dark" | "lit" | "twisty" | "narrow" | "spacious")+ + + ::= ["to"] [] + + ::= ("go" | "explore" | "search" | "fight" | "rest" | "take") + + ::= ( | ) + + ::= ("north" | "south" | "east" | "west" | "up" | "down") + + ::= ("sword" | "shield" | "scroll" | "potion" | "key" | "torch") + + ::= ("goblin" | "troll" | "dragon" | "lich" | "skeleton" | "zombie") +``` +This grammar defines a dungeon as one or more paths, where each path is made up of one or more rooms. Each room has a description and an action that the player can take. The description includes a place, which is made up of a location and optional features to describe the appearance of the room. The action consists of a verb and an optional object for the verb to act on. The direction specifies the next room in the path. + +The grammar also includes non-terminal symbols for items and monsters that can be used as objects for verbs. These symbols can be further defined with additional attributes or properties as needed. + +This is just one example of how a grammar for generating prompts for creating a dungeon could be defined. Depending on the specific requirements of the simulation, the grammar may need to be modified or expanded to include additional elements or concepts. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_51.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_51.txt new file mode 100644 index 0000000..de21735 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_51.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +dungeon_path = {room_description | corridor_description}* treasure_chamber; + +room_description = "You are in a [room_type], it has [room_details]. There is a door leading to the [direction]."; +corridor_description = "You are in a [corridor_type], it leads to the [direction]."; +treasure_chamber = "You have reached the treasure chamber, there are [treasures] and [monsters]!"; + +room_type = "kitchen" | "bedroom" | "library" | ...; // list of possible room types +corridor_type = "narrow hallway" | "long corridor" | ...; // list of possible corridor types +direction = "north" | "south" | "east" | "west"; +treasures = "gold coins" | "magic sword" | "rare artifact" | ...; // list of possible treasures +monsters = "goblin" | "dragon" | "skeleton warrior" | ...; // list of possible monsters +room_details = "dark and dusty" | "bright and clean" | ...; // list of possible room details +``` +This grammar defines the structure of a dungeon path, which is a sequence of rooms and corridors that leads to the treasure chamber. Each room or corridor has a description, with the possibility for additional details such as treasures and monsters in the treasure chamber. The non-terminal symbols `room_type`, `corridor_type`, `direction`, `treasures` and `monsters` are defined by enumeration of all possible values. + +The grammar can be used to generate prompts for creating a dungeon by instantiating the non-terminals with specific values, such as: +``` +You are in a dark and dusty kitchen, it has an old wooden table and a fireplace. There is a door leading to the north. +``` +This prompt can be used to create a kitchen room with a table and a fireplace. The direction of the door could be changed to generate prompts for other rooms or corridors. + +You can also use this grammar as a base to add more complexity, such as including different challenges or puzzles that the player needs to solve in order to progress through the dungeon, adding NPCs with their own motivations and agendas, etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_52.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_52.txt new file mode 100644 index 0000000..0a253cc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_52.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown +dungeon-prompt = "Imagine", place, room-list +room-list = ( room / room-list ) +room = "Consider", verb, type_name, connected-place +type-name = element, ("with a" | "as" | "in the form of") , element +element = weapon | spell | artifact | magic-item | treasure | monster | quest | challenge | theme | drama | music | art | secret | occult | reveal | hero-journey +connected-place = place, ("connected with" | "leading to" | "exiting into") , place +verb = create | design | specify | encode | code | program | prove | analyse | lift | shift | splice | quote | quasi-quote | quasi-quine-quote | quasi-quine-quote-in-ocaml | quasi-quine-quote-in-ocaml-coq-metacoq | +quasi-quine-quote-in-ocaml-coq-metacoq-introspector | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap | +quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient | +quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide | quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act | meta-quote +place = "the" , ( country | region | city | street | house | building | dungeon | labyrinth | cave | swamp | room | hallway | chest | bag | wallet | vault | keep | hideout | platos-cave | garden-of-eden | river-styx | restaurant-at-the-end-of-the-universe ) +country = "country" ; region = "region"; city = "city"; street = "street"; house = "house"; building = "building"; dungeon = "dungeon"; labyrinth = "labyrinth"; cave = "cave"; swamp = "swamp"; room = "room"; hallway = "hallway"; chest = "chest"; bag = "bag"; wallet = "wallet"; vault = "vault"; keep = "keep"; hideout = "hideout"; platos-cave = "platos cave" ; garden-of-eden = "garden of eden"; river-styx = "river styx" ; restaurant-at-the-end-of-the-universe = "restaurant at the end of the universe" +``` +This grammar defines a `dungeon-prompt` nonterminal, which is made up of the word "Imagine" followed by a `place`, and a `room-list`. The `room-list` can be one or more `room`s separated by whitespace. A `room` consists of a `verb`, a `type-name`, and a `connected-place`. + +The `type-name` is made up of an `element`, which can be any of the dungeon elements like weapon, spell, artifact etc, followed by an optional "with a", "as" or "in the form of". The `connected-place` consists of two `place`s connected by a preposition such as "connected with", "leading to" or "exiting into". + +The `verb` can be any verb that is relevant for creating or designing, and the `place` nonterminal can be used to generate different locations in the dungeon. + +You can use this grammar to generate prompts by expanding the nonterminals according to their definitions. For example, a possible prompt generated from this grammar could be: + +"Imagine a hero's journey as a spell connected with a treasure leading to a quest in the castle of a dungeon." + +You can also modify or extend this grammar to fit your specific needs for generating prompts, such as adding more elements, verbs, or place types. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_53.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_53.txt new file mode 100644 index 0000000..97194e8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_53.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```less + ::= "Imagine a " + + ::= + + ::= { "-" } + + ::= [ "with a " ] [ "connected to " ] + + ::= "normal room" | "entrance" | "boss room" | "secret room" + + ::= "treasure chest" | "monster encounter" | "puzzle" + + ::= [ { "," } ] + + ::= "the " +``` +In this grammar, a `` consists of the phrase "Imagine a" followed by a ``. A `` is one or more ``s separated by hyphens. Each `` has a ``, which can be "normal room", "entrance", "boss room", or "secret room". The `` may optionally have a ``, such as a treasure chest, monster encounter, or puzzle. Each `` may also optionally be connected to one or more other ``s via the ``. + +This grammar can be used to generate prompts for creating a dungeon by recursively expanding the non-terminals until only terminals remain. For example, using this grammar, we could generate the prompt "Imagine a entrance connected to the normal room with a treasure chest - the boss room" to create a dungeon with an entrance that leads to a normal room containing a treasure chest, which is in turn connected to a boss room. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_54.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_54.txt new file mode 100644 index 0000000..cf7f301 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_54.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```scss + ::= | "to" + ::= | | | | + ::= "the entrance of the dungeon" + ::= "a challenge room with a " + ::= "a treasure room with a " + ::= "the boss room with a " + ::= "the exit of the dungeon" + ::= | " and " + ::= | " of " + ::= "weapon" | "spell" | "artifact" | "magic item" | "monster" | "quest" | "treasure" + ::= "dangerous" | "mysterious" | "powerful" | "rare" | "legendary" +``` +This grammar defines a path through the dungeon as a series of rooms connected by the word "to". The different types of rooms that can be encountered on the path are defined, including the entrance and exit of the dungeon. Each type of room has a associated with it, which is generated using the list of terms provided in the original code snippet. + +The grammar also includes rules for generating s and s to add more detail to the . These can be used to further customize the prompts and make them more descriptive. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_55.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_55.txt new file mode 100644 index 0000000..4af9e49 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_55.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "path" "from" place1 "to" place2 +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" +place1 -> element | (element "connected to" element) +place2 -> element | (element "connected to" element) +element -> "the" part_of_dungeon +part_of_dungeon -> "entrance" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "cave" | "swamp" | "dungeon" | "labyrinth" | "city" | "region" | "country" +``` +In this grammar, the `prompt` non-terminal represents a complete prompt for generating a part of the dungeon. The `type_name` non-terminal specifies the type of element to generate, such as a weapon or monster. The `place1` and `place2` non-terminals specify the starting and ending points of the path, respectively. These can be either single elements or combinations of elements connected by "connected to" relationships. Finally, the `element` non-terminal represents a specific part of the dungeon, such as the entrance or a room, and is always preceded by "the". + +You can use this grammar to generate a variety of prompts for creating different parts of the dungeon. For example: + +* "Imagine a weapon path from the chest connected to the labyrinth to the hideout." +* "Imagine a treasure path from the entrance to the room connected to the vault." +* "Imagine a spell path from the cave to the swamp connected to the region." + +You can also use this grammar as a starting point and modify it to suit your specific needs. For example, you could add additional non-terminals for different types of elements or change the structure of the prompts to fit your desired format. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_56.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_56.txt new file mode 100644 index 0000000..766e4e3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_56.txt @@ -0,0 +1,155 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql +dungeon-prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type-name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +path ::= path-element+ +path-element ::= (type-name | verb | place) (dungeon-prompt type-name | dungeon-prompt verb | dungeon-prompt place)? +``` +This grammar allows for the generation of prompts that describe a series of elements in a path through the dungeon, starting at the entrance and going all the way to the end. Each element in the path can be a type of object, a verb describing an action or activity, or a location. Each element can also have a prompt associated with it, which is indicated by the `dungeon-prompt` keyword followed by either a type name, verb, or place. This grammar can be used to generate prompts for creating different parts of the dungeon, such as the entrance, various rooms and challenges, and the final boss or treasure room. The grammar is just an example and you may want to modify it based on your specific needs. + +It's important to note that this grammar is a simplification of the real world case, for example, the `dungeon-prompt` can be any words that can help to imagine or consider the elements in the path. Also, the grammar doesn't include the command line arguments that the code uses, but they could be added as additional nonterminals or rules if desired. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_57.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_57.txt new file mode 100644 index 0000000..997684e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_57.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```ruby +prompt -> "Imagine" SPACE "a path" SPACE "from" SPACE entrance SPACE "to" SPACE exit +entrance -> "the entrance" | room +room -> identifier SPACE "in" SPACE the_dungeon +identifier -> ALPHA { ALPHA | DIGIT } +exit -> "the end" | treasure +treasure -> "a treasure" | monster +monster -> "a monster" | boss +boss -> "the boss" +the_dungeon -> "the dungeon" +SPACE -> " " +ALPHA -> "a" | "b" | ... | "z" +DIGIT -> "0" | "1" | ... | "9" +``` +This grammar describes a prompt that starts with the word "Imagine", followed by the phrase "a path from". The entrance to the dungeon is then described, which can be either the entrance itself or a room in the dungeon. A room is identified by an identifier, which consists of one or more alphabetic characters or digits. The exit of the path is then described, which can be either the end of the dungeon or a treasure, monster, or boss that is located at the end of the path. + +This grammar can be used to generate a variety of prompts for creating a dungeon. For example, it could generate the following prompt: + +Imagine a path from the entrance in the dungeon to a treasure in the end + +Or it could generate the following prompt: + +Imagine a path from room A in the dungeon to the boss in the end + +By using this grammar as a starting point, you can modify and expand it to suit your specific needs for generating prompts for creating a dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_58.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_58.txt new file mode 100644 index 0000000..f6740f1 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_58.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= "Imagine a " " in a " , " connected with " ", where the player " ". What is your response? Please generate variant array of size " "." + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "entrance to the dungeon" | "exit of the dungeon" + + ::= | "another" + + ::= [0-9]+ +``` +This grammar allows for the generation of prompts that describe a specific type of object (e.g. weapon, spell) in a specific location (e.g. the dungeon, the entrance to the dungeon), where the player performs a specific action on it. The prompt also requests a variant array of a specified size, which is used as input for the program that generates the dungeon. + +In this example, I've added some additional place options like "entrance to the dungeon" and "exit of the dungeon" so you can specify the path through the dungeon starting at the entrance and going all the way to the ends. + +You could use this grammar to generate prompts for different types of objects, actions, and locations, allowing for a great deal of flexibility in creating prompts for generating dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_59.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_59.txt new file mode 100644 index 0000000..bbac696 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_59.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" + + ::= | + + ::= "Consider the path from" "to" + + ::= | + + ::= "Draw a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" + + ::= + + ::= | + + ::= "mysterious" | "dangerous" | "ancient" | "powerful" | "secret" | "hidden" | "forgotten" + + ::= "chest" | "door" | "monster" | "statue" | "altar" | "scroll" | "book" | "gemstone" | "key" | "weapon" | "creature" | "character" | "sound" | "lighting" + + ::= "the entrance" | "the end of the dungeon" | "a room" | "a hallway" | "a chamber" | "a passageway" | "a tunnel" | "a cavern" + +This grammar generates prompts by first considering a path through the dungeon, and then drawing an object at a particular place on that path. The type of object is chosen from a set of predefined categories, and the object's description consists of one or more adjectives followed by a noun. The grammar can be easily extended to include additional types of objects, descriptions, and places as needed. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_6.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_6.txt new file mode 100644 index 0000000..abda13d --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_6.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less + ::= | + + ::= "the" + + ::= "a" "connecting" "with" + + ::= | "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | "," + + ::= "dark" | "mysterious" | "dangerous" | "haunted" | "magical" | "ancient" | "cursed" | "enchanted" | "abandoned" | "secret" + + ::= + + ::= "the" | "a" + + ::= | + + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" +``` +In this grammar, a `path` is defined as either a single `room`, or a sequence of one or more `rooms` connected by `connection`s. A `room` is defined as a specific type of location, such as a "dark dungeon" or a "mysterious forest", and can have an optional list of adjectives describing it. A `connection` is defined as a type of location that connects two other locations. The `type_name` nonterminal can be one of several predefined types, such as "weapon" or "spell", or it can be a verb describing the action being taken. + +This grammar provides a structure for generating prompts to create different parts of a dungeon, starting at the entrance and proceeding all the way to the end. The generated prompts can then be used with a language model or other AI system to generate descriptions and other content for the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_60.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_60.txt new file mode 100644 index 0000000..ae4e0dc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_60.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: +```css + ::= "Imagine a" + + ::= + "connected to" [] + + ::= "the entrance of the dungeon" | "the entrance hallway" + ::= ["connected to"] + ::= "a room" | "a corridor" | "a chamber" | "a cavern" + ::= "which leads to the exit of the dungeon" | "which leads to the final boss room" +``` +In this grammar, a `prompt` is generated by imagining a `dungeon-path`, which consists of an `entrance`, followed by one or more `room`s connected together in some way, and ending with an `exit`. The `entrance` and `exit` can be specified using one of the given options, while the `room`s are generated randomly. The `room-sequence` nonterminal allows for multiple rooms to be connected together in a chain. + +You can use this grammar as a starting point and expand it by adding more options for the `entrance`, `room`, and `exit`, or by introducing new nonterminals for generating other aspects of the dungeon, such as traps, treasures, or monsters. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_61.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_61.txt new file mode 100644 index 0000000..366962e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_61.txt @@ -0,0 +1,165 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +Path := Entrance Room1 Exit Room2 Exit ... RoomN Exit DungeonExit + +Entrance := "the entrance" | "the starting room" +RoomN := "room" Num | "chamber" Num | "area" Num +Num := [1-9] [0-9]* +Exit := "the exit to the" | "the doorway leading to" +DungeonExit := "the final boss room" | "the treasure chamber" + +For example, a valid path might look like this: +Path := "the entrance room1 the exit to the dark hallway room2 the exit to the winding staircase room3 the exit to the treasure chamber" + +This grammar covers paths with multiple rooms and exits. It allows for variation in the wording used to describe each component of the path, making generated prompts more diverse and engaging. + +In addition to this EBNF grammar, you could also use templates to generate specific types of rooms or challenges within the dungeon, based on the desired theme or type name. For example: + +TrapRoom := "a trap-filled room with a " TypeName +MonsterRoom := "a monster-infested room with a powerful " MonsterType +PuzzleRoom := "a puzzle room with a challenging " Riddle + +These templates can be combined with the Path grammar to create more varied and interesting dungeons. The resulting prompts can then be fed into your language model or AI system to generate descriptions, art assets, or other elements of the game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_62.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_62.txt new file mode 100644 index 0000000..7e7fc82 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_62.txt @@ -0,0 +1,209 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" + + ::= + | + "and then" + + ::= + "in" | + "with a" "at" | + "connected to" + + ::= + "weapon" | + "spell" | + "artifacts" | + "magic items" | + "treasure" | + "monster" | + "quest" | + "challenge" | + "theme" | + "drama" | + "music" | + "art" | + "secrets" | + "occult" | + "reveal" | + "hero journey" + + ::= + "role-play" | + "specify" | "encode" | "code" | "program" | "prove" | + "create" | "design" | + "draw" | "paint" | + "compose" | + "balance" + + ::= + "the country" | + "the region" | + "the city" | + "the street" | + "the house" | + "the building" | + "the dungeon" | + "the labyrinth" | + "the cave" | + "the swamp" | + "the room" | + "the hallway" | + "the chest" | + "the bag" | + "the wallet" | + "the vault" | + "the keep" | + "the hideout" | + "Plato's cave" | + "Garden of Eden" | + "the river Styx" | + "the restaurant at the end of the universe" +``` +This grammar defines a dungeon prompt as an "Imagine" statement followed by a path through the dungeon. The path is made up of one or more path segments, which can be a verb performed in a place, a verb performed with a type of item at a place, or a verb connecting one place to another. The type of item, the verb, and the place are all defined by non-terminals with predefined values. + +This is just an example grammar, you can modify it as per your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_63.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_63.txt new file mode 100644 index 0000000..32c72d7 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_63.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```css + ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + ::= | "connected with" + ::= " " " with a " " in" " doing " " in" + ::= | "\n" +``` +This grammar defines the structure of a prompt as a sequence of `` elements separated by newlines. Each `` consists of an initial ``, followed by a `` with a specific property, a verb describing an action to be performed on that type name, and a place or a combination of places where the action takes place. + +The grammar also allows for the use of multiple ``s in a single prompt, as well as for the connection of two ``s with the word "connected". This can be used to generate prompts that describe more complex scenarios within the dungeon. + +For example, using this grammar, a possible prompt could be: +```vbnet +Imagine a weapon with a magic item in program creating in the city connected with a cave. +Consider a spell with a treasure in prove analyzing in the swamp connected with the hallway of a house. +Draw a monster with a challenge in design specifying in platos cave connected with the restaurant at the end of the universe. +Paint a theme with a drama in code implementing in the vault connected with the keep of a castle. +Balance a music with a art in encode generating in the labyrinth connected with a room of a mansion. +Compose a secrets with a occult in program producing in the building connected with the street of a village. +``` +This prompt describes six different scenarios within the dungeon, each one involving a specific ``, verb and place or places. The combination of multiple `` elements allows for a rich and varied description of the dungeon and its contents. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_64.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_64.txt new file mode 100644 index 0000000..5d565cc --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_64.txt @@ -0,0 +1,186 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= | | | + + ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context, we ask you to creatively imagine a path through the dungeon starting at the entrance and going all the way to the end. The path should include:" * "." + + ::= "room" | "corridor" | "intersection" + + ::= | + + ::= "a " " + + ::= "dark" | "dank" | "twisting" | "maze-like" + + ::= | + + ::= "passageway" | "cavern" | "tunnel" | "chamber" + + ::= "statue" | "painting" | "fountain" | "altar" + + ::= "a decision to take" " or "continue" "." + + ::= "north" | "south" | "east" | "west" + + ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context, we ask you to creatively imagine a challenge in the dungeon. The challenge should include:" * "." + + ::= | + + ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context, we ask you to creatively imagine a treasure in the dungeon. The treasure should include:" * "." + + ::= | + + ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context, we ask you to creatively imagine a monster in the dungeon. The monster should include:" * "." + + ::= | +``` +This grammar defines a `dungeon` as one of several different types of elements, such as a path through the dungeon, a challenge, treasure, or monster. Each element is defined in terms of other smaller elements and can include descriptions and decisions. The grammar allows for variations in the type of element, its characteristics, and the choices that the player must make to progress through the dungeon. + +The `path` element starts at the entrance of the dungeon and goes all the way to the end. It is made up of a series of `path_element`s, which can be either a description or a decision. A description is a simple statement about the current location, such as "a dark cavern" or "a painting on the wall." A decision is a choice that the player must make, such as "a decision to take the north passageway or continue west." + +The `challenge`, `treasure`, and `monster` elements are similar to the `path` element in that they are made up of a series of `challenge_element`, `treasure_element`, and `monster_element`s, respectively. Each of these elements can include descriptions and decisions, allowing for a wide variety of possibilities. + +This grammar is just one example and can be modified or expanded to suit the specific needs of your dungeon generator. The important thing is to provide enough structure and guidance to generate meaningful prompts, while also allowing for enough flexibility and creativity to keep things interesting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_65.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_65.txt new file mode 100644 index 0000000..080871c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_65.txt @@ -0,0 +1,179 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` + ::= "Imagine" "a" "in" + ("connected with" ) + (("with a" ) | ("doing" )) + ";" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" | "theme" | "drama" + | "music" | "art" | "secret" | "occult reveal" | "hero journey" + + ::= | | + + ::= | "create" + + ::= "the country" | "the region" | "the city" + | "the street" | "the house" | "the building" + | "the dungeon" | "the labyrinth" | "the cave" + | "the swamp" | "the room" | "the hallway" + | "the chest" | "the bag" | "the wallet" + | "the vault" | "the keep" | "the hideout" + | "Plato's cave" | "Garden of Eden" | "the river Styx" + | "the restaurant at the end of the universe" +``` +This grammar allows you to generate prompts for creating different types of elements in a dungeon, with optional attributes and actions. The `` non-terminal can be used to specify where the element is located in the dungeon. You can use this grammar to generate prompts for creating a path through the dungeon by starting at the entrance and generating prompts for each step of the way until you reach the end. + +For example, here are some possible prompts that could be generated using this grammar: + +* "Imagine a weapon in the entrance of the dungeon." +* "Imagine a treasure in the dungeon connected with a monster." +* "Imagine a magic item doing create in the labyrinth." +* "Imagine an artifact with a mysterious aura in the cave." +* "Imagine a secret in the room connected with a challenge." +* "Imagine a drama in the hallway of the castle." + +You can modify this grammar to suit your needs and generate prompts for creating other elements of your dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_66.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_66.txt new file mode 100644 index 0000000..bd8c831 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_66.txt @@ -0,0 +1,194 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a path through a dungeon: +```makefile +path ::= place "connected with" place + | path place "connected with" place + +place ::= "the entrance" + | "the exit" + | term "in the" region + | term "in the" building + | term "in the" room + +region ::= "country" + | "region" + | "city" + | "street" + | "house" + +building ::= "dungeon" + | "labyrinth" + | "cave" + | "swamp" + | "restaurant at the end of the universe" + +term ::= "treasure" + | "monster" + | "quest" + | "challenge" + | "artifact" + | "magic item" + | "spell" + | "weapon" + | "theme" + | "drama" + | "music" + | "art" + | "secrets" + | "occult" + | "reveal" + | "hero journey" +``` +This grammar defines a path as a series of connected places. A place can be the entrance, the exit, or a term in a specific region, building, or room. The terms are taken from your code and include things like treasure, monster, quest, etc. This grammar can be used to generate prompts for creating different paths through the dungeon by generating random strings that conform to this grammar. + +For example: + +* "the entrance connected with a treasure in the country" +* "a treasure in the city connected with the exit" +* "a monster in the building connected with a challenge in the room" + +You can extend the grammar by adding more options to the production rules or by adding new production rules. For example, you could add a rule for generating descriptions of the places, terms, and regions. You could also add a rule for generating actions that the players can take in each place. The possibilities are endless. + +I hope this helps! Let me know if you have any questions or if you need further assistance. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_67.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_67.txt new file mode 100644 index 0000000..982e8da --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_67.txt @@ -0,0 +1,156 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon = {room | corridor}* + +room = "You are in a room with exits leading to" exit+ "." +exit = {direction ","} direction +direction = "the north" | "the south" | "the east" | "the west" + +corridor = "You are in a corridor leading to" direction "." + +prompt = "Imagine a " dungeon " starting from the entrance and ending at the treasure room. Describe it in detail, including the layout of the rooms, the objects found in each room, and any monsters or traps that might be present. Write your description as a series of short paragraphs, with each paragraph focusing on one area of the dungeon. Use vivid language to bring the scene to life." + +This grammar generates dungeons consisting of rooms and corridors. Each room has exits leading to multiple directions, while each corridor leads to a single direction. The prompt asks the user to imagine a specific dungeon layout and describe it in detail. By generating different dungeon layouts with this grammar, we can create a variety of prompts for our language model to use when creating descriptions of dungeons. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_68.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_68.txt new file mode 100644 index 0000000..2b0f92e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_68.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= { } + + ::= "the" + + ::= "a" + + ::= { } "corridor" | { } "room" + + ::= "connecting" | "leading" | "opening" + + ::= | + + ::= "dark" | "dimly lit" | "narrow" | "twisting" | "secret" | "hidden" + + ::= "passage" | "chamber" | "cave" | "tunnel" + + ::= "Hall of Mirrors" | "Temple of Doom" | "Labyrinth of Love" +``` +This grammar defines a path through the dungeon as a series of rooms connected by corridors. Each room and corridor can have one or more adjectives describing it. The name of each room can be either a common noun (such as "passage") or a proper noun (such as "Temple of Doom"). + +This is just an example, but you could expand or modify this grammar to suit your needs. For instance, you might want to add more elements, such as traps, treasures, or monsters, in which case you would need to define new rules for those elements and how they fit into the overall structure of the dungeon. You could also use different types of grammars, such as context-free grammars or regular expressions, depending on your specific requirements. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_69.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_69.txt new file mode 100644 index 0000000..3ada354 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_69.txt @@ -0,0 +1,168 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```makefile + ::= { } + ::= [] + ::= " and then " | "\n" + ::= {} + ::= "entrance" | "room" | "hallway" | "corridor" | "chamber" | "exit" + ::= "to the left" | "to the right" | "straight ahead" + ::= | + ::= "dark" | "damp" | "narrow" | "twisting" | "ancient" + ::= + "guarded" | "trapped" | "hidden" | "secret" | "locked" +``` +This grammar defines a `path` as a series of connected `path-segment`s, where each segment represents a location (such as a room or hallway) that can optionally have a direction attached to it. The `place` nonterminal is used to describe the type and appearance of the location. + +The grammar also includes optional adjectives that can be used to further describe the locations in the path. These adjectives are divided into two categories: general-purpose adjectives (such as "dark" or "narrow") and location-specific adjectives (such as "guarded" or "secret"). + +This grammar can be used to generate a wide variety of prompts for creating a dungeon, depending on the specific choices made when instantiating the nonterminals. For example, here are a few possible paths that could be generated using this grammar: + +* Entrance and then dark hallway to the left +* Secret chamber with a guarded door and then damp room straight ahead +* Narrow corridor and then hidden exit to the right +* Ancient room and then trapped hallway and then secret chamber + +These prompts can then be used as input to the language model, which can generate descriptions for each location in the path based on the given context. The resulting descriptions can then be used to create a rich and immersive dungeon for a fantasy role-playing game. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_7.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_7.txt new file mode 100644 index 0000000..5f84b01 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_7.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile + ::= { }* + + ::= | "the entrance" | "the end" + + ::= "connected with" + + ::= with a | | + + ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + + ::= | + + ::= | + + ::= | + + ::= "small" | "large" | "dangerous" | "magical" | "rare" | "powerful" + + ::= "goblin" | "dragon" | "sword" | "scroll" | "gem" | "key" +``` +This grammar defines a `path` through the dungeon, which consists of one or more `room`s connected by `hallway`s. Each `room` is a specific `place`, such as the entrance or the end of the dungeon, or it is a type of place defined by a `type_name` and an optional `artifact`. The `hallway` connecting two rooms is also defined by a `place` that connects the two rooms. + +The `place` can be a `type_name` with an optional `artifact`, which can be a simple `type_name` or an `adjective` followed by a `type_name`. The `monster` and `treasure` in the dungeon are also defined similarly, they can be a simple noun or an adjective followed by a noun. + +The `adjective` and `noun` used in this grammar are predefined, but you could expand this grammar to include more specific adjectives and nouns as needed. + +You could use this grammar to generate prompts for creating the dungeon by recursively expanding the non-terminals until you have a complete prompt. For example, a prompt for creating the first room in the dungeon might be generated as follows: +```vbnet + -> + -> with a + -> "weapon" + -> + -> "powerful" + -> "sword" + +Prompt: Create a powerful weapon in the first room. +``` +You can use this grammar to generate prompts for creating different parts of the dungeon, such as hallways and other rooms. You could also modify this grammar to include more complex features of the dungeon, such as puzzles, traps, and non-player characters (NPCs). +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_70.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_70.txt new file mode 100644 index 0000000..a3f80f8 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_70.txt @@ -0,0 +1,157 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +prompt ::= "Imagine a " type_name " in a " place " that " verb; +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge"; +place ::= "country" | "region" | "city" | "street" | "house" | "building" | "dungeon" | "labyrinth" | "cave" | "swamp" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "Plato's cave" | "Garden of Eden" | "River Styx" | "restaurant at the end of the universe"; +verb ::= "is guarded by" | "holds a secret" | "leads to" | "connects to" | "blocks the way to"; +``` +This grammar defines a prompt as consisting of a type name, a place, and a verb. The type name can be one of several options, such as weapon or treasure. The place can also be one of several options, such as country or chest. The verb is used to describe the relationship between the type name and the place. + +To generate a prompt, you would start by choosing a type name, place, and verb from the options defined in the grammar. Then, you would combine these elements into a sentence using the structure specified in the `prompt` production. For example, the following prompt was generated using this grammar: +```vbnet +Imagine a treasure in a dungeon that holds a secret +``` +You can use this grammar to generate a variety of prompts for creating different parts of your dungeon, such as monsters, quests, and treasures. You can also extend or modify the grammar to suit the specific needs of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_71.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_71.txt new file mode 100644 index 0000000..bc3e617 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_71.txt @@ -0,0 +1,169 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" ";" + ::= + +| "connected with" + ::= + ( "to" )* + ::= "the" + ::= "entrance" | "room" | "hallway" | "chest" | "bag" | "wallet" | "vault" | "keep" | "hideout" | "cave" | "labyrinth" | "dungeon" | "street" | "house" | "building" | "city" | "region" | "country" + ::= + ( "with a" )? + ::= | "of" + ::= "magic" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= + ( "doing" )? + ::= | "of" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-loop" | "quasi-quine-quote-in-ocaml-coq-metacoq-reflection" | "quasi-quine-quote-in-ocaml-coq-metacoq-reflection-loop" | "quasi-quine-quote-in-racket" | "quasi-quine-quote-in-racket-loop" + ::= "top" | "place" | "type" | "verb" + +This grammar allows for generating prompts that describe a path through the dungeon, starting at the entrance and going all the way to the end. The path is made up of different locations (rooms, hallways, etc.) that are connected with each other. Each location can have an associated type and verb, which can also be described with adjectives. + +For example, a prompt generated from this grammar could look like: "Imagine the entrance connected with a magic weapon room doing role-play" + +It is worth noting that this is just one way to write the grammar, it's not the only way and you can modify it as per your requirement. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_72.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_72.txt new file mode 100644 index 0000000..5c62ca6 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_72.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +``` + ::= "Imagine" ";" + ::= "a path from" "to" + ::= "" | + ::= "" | + ::= "through" +``` +This grammar allows for the generation of prompts that describe a path through the dungeon, starting at a given place and ending at another place. The `` and `` nonterminals can be either a specific place or a sequence of connected places (``). + +For example, using this grammar, we could generate the following prompt: +``` +Imagine a path from the entrance to the treasure room. +``` +This prompt asks for a description of a path that starts at the entrance and ends at the treasure room. The `` nonterminal is instantiated as "the entrance" and the `` nonterminal is instantiated as "the treasure room". + +We can also generate prompts that describe more complex paths through the dungeon, such as: +``` +Imagine a path from the entrance through the hallway to the treasure room. +``` +This prompt asks for a description of a path that starts at the entrance, goes through the hallway, and ends at the treasure room. The `` nonterminal is instantiated as "the entrance" and the `` nonterminal is instantiated as "the treasure room", while the `` nonterminal is instantiated as "through the hallway". + +We can further extend this grammar to include other elements of a dungeon, such as monsters, treasures, and quests. For example: +``` + ::= "a path from" "to" [] + ::= "with" "" + ::= "monsters" | "treasures" | "quests" +``` +This extension allows for the generation of prompts that describe a path through the dungeon, along with additional elements that are encountered along the way. For example: +``` +Imagine a path from the entrance to the treasure room with monsters "goblins" and treasures "magic sword". +``` +This prompt asks for a description of a path that starts at the entrance, ends at the treasure room, and includes encounters with goblins and a magic sword. The `` nonterminal is instantiated as "a path from the entrance to the treasure room with monsters 'goblins' and treasures 'magic sword'", where the `` nonterminals are instantiated as "monsters 'goblins'" and "treasures 'magic sword'". The `` nonterminals are instantiated as "monsters" and "treasures", respectively. + +Overall, this EBNF grammar provides a flexible and extensible framework for generating prompts that can be used to create a rich and varied dungeon simulation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_73.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_73.txt new file mode 100644 index 0000000..5e5963e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_73.txt @@ -0,0 +1,185 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +```css + ::= { } + + ::= + [] + + ::= "traverse" | "explore" | "navigate" + + ::= + "the " + | "this " + | "the " + + ::= + "that leads to " + | "where " " has occurred" + | "containing " + | "guarded by " " with a strength of " + | "with " + + ::= "room" | "hallway" | "chamber" | "passage" | "corridor" + + ::= "trap" | "puzzle" | "riddle" + + ::= "chest" | "pile of gold" | "magic artifact" + + ::= "dragon" | "goblin" | "troll" | "skeleton" + + ::= "low light" | "narrow space" | "high ceiling" + + ::= "and then" | "followed by" | "subsequently" + + ::= | | + + ::= "chest" | "box" | "bag" | "backpack" + + ::= "door" | "gate" | "tunnel" | "staircase" | "ladder" +``` +In this grammar, a path is made up of one or more path segments connected by and\_connectors. Each path segment consists of a verb phrase, a preposition phrase, and an optional description. The verb phrases are actions that the player can take to move through the dungeon. The preposition phrases specify the location or container being traversed. The descriptions provide additional details about the current location, such as traps, puzzles, monsters, and treasures. + +The grammar includes a variety of elements that can be used in different combinations to create diverse and interesting prompts. By generating multiple paths through the dungeon, players can experience different challenges and rewards, leading to increased engagement and enjoyment. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_74.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_74.txt new file mode 100644 index 0000000..8b5a42c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_74.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +```scss +path ::= path_segment* + +path_segment ::= "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " verb "; Type Name: " type_name "; Place: " place "; What is your response? Please generate variant array of size " try_n + +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challege" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the castle" | "the tower" | "the fortress" | "the temple" | "the shrine" + +try_n ::= number +``` +This grammar can be used to generate prompts by selecting a random path\_segment, and filling in the variables (verb, type\_name, place, try\_n) with appropriate values. The resulting prompt can then be passed to the code generation algorithm to generate code for that specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_75.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_75.txt new file mode 100644 index 0000000..d9e6432 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_75.txt @@ -0,0 +1,158 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a path through a dungeon: +```less +prompt ::= "Imagine a path from the " place " to the " place " with " count " variations, where each variation has " try_n " encounters." +encounter ::= (type_name " with a " type_name2) | verb | place | (verb " doing " verb2) | (place " connected to " place2) +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_name2 ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occultism" | "revelation" | "hero journey" +verb ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the village" | "the forest" | "the mountain" | "the desert" | "the ocean" | "the cave" | "the castle" | "the dungeon" | "the shop" | "the tavern" +place2 ::= "the country" | "the region" | "the city" | "the village" | "the forest" | "the mountain" | "the desert" | "the ocean" | "the cave" | "the castle" | "the dungeon" | "the shop" | "the tavern" +count ::= "1" | "2" | "3" | "4" | "5" +try_n ::= "1" | "2" | "3" | "4" | "5" +``` +This grammar can be used to generate prompts for creating a path through the dungeon, where each variation of the path has a certain number of encounters (type\_name, verb, place, etc.). The variations and encounters can be specified using the different symbols in the grammar. This is just an example, you can modify it according to your needs. + +Please note that this is a simplified version of EBNF notation, if you want more details about EBNF please refer to a formal documentation. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_76.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_76.txt new file mode 100644 index 0000000..e2eef9a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_76.txt @@ -0,0 +1,178 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```scss + ::= "Imagine" "a path from the entrance to the end of the dungeon with:" + + ::= {"," } + + ::= [] + + ::= "a" "" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" + + ::= [] [
] + + ::= "with" {"," } + + ::= | | + + ::= "connected to" "through" + + ::= "the north" | "the south" | "the east" | "the west" + + ::= "a door" | "a portal" | "a tunnel" | "a staircase" +``` +In this grammar, the `` nonterminal represents the overall structure of a prompt for creating a path through the dungeon. It starts with the word "Imagine" followed by a description of the path and its elements. The `` nonterminal consists of one or more ``s, separated by commas. Each `` is a `` with an optional ``. + +The `` nonterminal describes a single room in the path. It consists of a ``, a ``, and a list of ``s. The `` is one of a set of predefined types, such as "weapon" or "monster". The `` is a noun phrase consisting of a `` possibly modified by an `` and an optional `
`. + +The `` nonterminal represents a single feature of a room. It can be any combination of noun phrases, verb phrases, or descriptions. The `` nonterminal describes how the current room is connected to the next room in the path. It consists of a ``, a ``, and an optional ``. + +This grammar can be used to generate prompts for creating a dungeon by expanding the nonterminals according to their definitions. For example, the following prompt could be generated from this grammar: +```vbnet +Imagine a path from the entrance to the end of the dungeon with a weapon room "Armor Smith" with swords and armor, connected to the north through a door with a guardian monster "Orc Chief" with high strength and agility. +``` +This prompt describes a path that starts at the dungeon entrance and ends at a room containing weapons. The first room in the path is an "Armor Smith" room, which has swords and armor as features. This room is connected to the next room through a door guarded by an "Orc Chief" monster. The "Orc Chief" has high strength and agility as its features. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_77.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_77.txt new file mode 100644 index 0000000..09a173e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_77.txt @@ -0,0 +1,171 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```vbnet + ::= "Imagine" + + ::= "a path from" "to" + | "and then" + + ::= "the entrance" + | "the starting room" + + ::= "the final boss" + | "the treasure hoard" + + ::= + | + + ::= "a room" + | "a corridor" + | "a chamber" + + ::= "north of" + | "south of" + | "east of" + | "west of" +``` +This grammar defines a prompt as the word "Imagine" followed by a path through the dungeon. A path is defined as either a single path from a start location to an end location, or a series of connected paths going from one location to the next. Start and end locations are specific places in the dungeon, while next locations can be any location or a direction followed by a location. Locations are general areas within the dungeon, and directions indicate the relative position of one location with respect to another. + +This grammar can be used to generate prompts for creating different parts of the dungeon, such as rooms, corridors, and treasure hoards, by specifying different start and end locations, next locations, and paths. The generated prompts can then be used to create a rich and varied dungeon that is both fun to explore and challenging to complete. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_78.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_78.txt new file mode 100644 index 0000000..fc664af --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_78.txt @@ -0,0 +1,187 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```sql + ::= "Imagine a path through the dungeon from the entrance to the end, with the following features:" + * + + ::= "A(n|m) " + | "V(erb)ing " + | "P(lace) before/after the " + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" + | "monster" | "quest" | "challenge" + | "theme" | "drama" | "music" | "art" | "secret" + | "occult reveal" | "hero journey" + + ::= + (", " )* + | "in the shape of a(n) " + + ::= "role-play" | "specify" | "encode" | "code" + | "program" | "prove" | "create" | "design" + | "analyse" | "lift" | "shift" | "splice" | "quote" + | "quasi-quote" | "meta-quote" + + ::= + (", " )* + | "involving a(n) " + + ::= "country" | "region" | "city" | "street" + | "house" | "building" | "dungeon" + | "labyrinth" | "cave" | "swamp" + | "room" | "hallway" | "chest" + | "bag" | "wallet" | "vault" + | "keep" | "hideout" + | "Plato's cave" | "Garden of Eden" + | "River Styx" | "Restaurant at the end of the universe" + + ::= + (", " )* + | "connected to the(ir) " + + ::= any word that describes a noun + + ::= any physical or conceptual object +``` +This grammar allows for generating prompts with different types of features, such as specific types of items, verbs, and places. The `*` symbol at the end of the `path_features` rule indicates that it can be repeated any number of times, allowing for a variety of combinations. The optional `(n|m)`, `before/after the`, and other similar constructs allow for further customization of the generated prompts. + +Note: This is just an example grammar and may not cover all possible scenarios or requirements for generating dungeon prompts. It can be modified and extended as needed to fit specific use cases. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_79.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_79.txt new file mode 100644 index 0000000..99f6e3b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_79.txt @@ -0,0 +1,192 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= { } + + ::= [ ] [ ] + + ::= "the" + + ::= "the" + + ::= "and then" + + ::= "using" | "by using" + + ::= | "a" + + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult reveal" | "hero journey" + + ::= "with" | "while interacting with a" + + ::= { } [] + + ::= "dangerous" | "dark" | "mysterious" | "magical" | "powerful" | "ancient" | "cursed" | "glowing" | "shiny" | "deadly" + + ::= "dragon" | "goblin" | "troll" | "witch" | "warlock" | "lich" | "skeleton" | "zombie" | "ghost" | "demon" | "vampire" | "werewolf" | "minotaur" | "ogre" | "giant" | "thief" | "assassin" | "knight" | "prince" | "princess" | "king" | "queen" + + ::= [ ] + + ::= "who" | "which" | "that" + + ::= [] [ ] + + ::= "guards" | "protects" | "attacks" | "blocks" | "lures" | "casts spells on" | "summons monsters" | "offers quests" | "holds treasure" | "challenges" | "tests" + + ::= [
] + + ::= [
] + + ::= "in" | "on" | "under" | "over" | "near" | "far from" | "between" | "among" | "with" | "without" + +
::= "the" | "a" | "an" + + ::= "," +``` +This grammar allows for generating prompts such as: + +* The entrance and then the first room using a weapon with a powerful sword. +* The first room and then the second room with a mysterious artifact while interacting with a glowing gemstone, who guards treasure. +* The final boss room and then the exit using a hero journey while interacting with a cursed vampire, who challenges players to a duel. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_8.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_8.txt new file mode 100644 index 0000000..595a29b --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_8.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a path through a dungeon: + +path ::= entrance room* exit + +entrance ::= "the entrance" + +room ::= "a room" | "a hallway" | "a chamber" | "a corridor" | "a passageway" + +exit ::= "the exit" | "the treasure room" | "the boss room" | "the final battle room" + +Example prompts generated using this grammar: + +* the entrance, a room, a hallway, a chamber, the exit +* the entrance, a room, the exit +* the entrance, a hallway, a corridor, the treasure room +* the entrance, a passageway, the final battle room + +These prompts can be used to generate descriptions of each part of the path through the dungeon. The language model or AI system generating the descriptions will need additional context about the type of game and the desired tone/style of writing in order to create appropriate descriptions. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_80.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_80.txt new file mode 100644 index 0000000..738308f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_80.txt @@ -0,0 +1,176 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: + +dungeon ::= "Imagine" "a" dungeon\_path + +dungeon\_path ::= path\_segment* + +path\_segment ::= "Entering" room\_description ("through" door\_description)? "to" path\_segment | "" + +room\_description ::= type\_name\_and\_description (with\_adjective\_and\_noun)* + +type\_name\_and\_description ::= type\_name\_and\_determiner description + +type\_name\_and\_determiner ::= "a" type\_name | "the" type\_name + +type\_name ::= "dungeon" | "room" | "corridor" | "chamber" | "hallway" | "cave" | ... + +description ::= adjective* noun + +adjective ::= "dark" | "twisty" | "narrow" | "secret" | "hidden" | ... + +noun ::= "passage" | "door" | "entrance" | "exit" | "treasure" | "monster" | ... + +door\_description ::= type\_name\_and\_determiner ("of" type\_name)? (with\_adjective)* + +with\_adjective\_and\_noun ::= "with a" adjective noun + +This grammar can be used to generate prompts for creating a dungeon, such as: + +* Imagine a dark dungeon with a hidden entrance leading to a narrow corridor. +* Imagine a secret room with a twisty passage through a hidden door to a treasure chest. +* Imagine a monster-filled hallway with a heavy wooden door leading to a dark cave. + +You can modify this grammar to include more or different elements, such as quests, characters, and challenges, by adding new nonterminals and rules. You can also adjust the probabilities of different elements by changing the order of the alternatives in the rules. For example, you could make hidden doors more common by moving "hidden" before "twisty" and "narrow" in the adjective list for path\_segment. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_81.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_81.txt new file mode 100644 index 0000000..75d8eed --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_81.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a path through a dungeon: + +path = {room | corridor} + +room = "You are in a room with exits leading to" {direction ","} "." +direction = "a door to the" direction\_name +direction\_name = "north" | "south" | "east" | "west" | "up" | "down" + +corridor = "You are in a corridor with exits leading to" {direction ","} "." + +This grammar defines a path as a series of rooms and corridors. Each room is described by a sentence that lists the exits leading out of it, and each corridor is also described by a similar sentence. The direction\_name non-terminal can be expanded to any of the six cardinal directions or their variations (e.g. "northeast" or "downwards"). + +Using this grammar, we could generate prompts like: + +* You are in a room with exits leading to a door to the north, a door to the east. +* You are in a corridor with exits leading to a door to the south, a door to the west. + +By varying the number and layout of rooms and corridors, we can generate many different prompts for creating paths through a dungeon. This grammar could then be extended or modified to include other elements of the dungeon, such as monsters, treasures, and quests. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_82.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_82.txt new file mode 100644 index 0000000..7c03fe9 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_82.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path = room { '/' room }* ; +room = entrance | hallway | chamber | treasure_room ; +entrance = "Entrance" ; +hallway = "Hallway" | "Corridor" | "Passage" ; +chamber = "Chamber" | "Room" | "Cell" ; +treasure_room = "Treasure Room" | "Vault" | "Keep" ; +``` +This grammar defines a `path` through the dungeon as a sequence of one or more `room`s, separated by slashes (`/`). A `room` can be either the `entrance`, a `hallway`, a `chamber`, or a `treasure_room`. The specific names for each type of room are given as examples, and you could replace them with any other name that is appropriate for your dungeon. + +To generate a path using this grammar, you would start at the entrance and then randomly select rooms to add to the path, making sure to separate each room with a slash. For example, a possible path through the dungeon could be: +``` +Entrance / Hallway / Chamber / Treasure Room +``` +You can also use this grammar to generate paths that include loops and branches by randomly selecting rooms to add to the path in different ways. For example, a more complex path might look like this: +``` +Entrance / Hallway / Chamber / Treasure Room / Hallway / Chamber / Entrance +``` +This path starts at the entrance, goes through a chamber and a treasure room, and then loops back to the entrance through another hallway and chamber. You can use this grammar to generate many different paths through your dungeon, depending on how you randomly select rooms to add to the path. + +You could also extend this grammar to include other elements of the dungeon, such as monsters, traps, puzzles, and treasures, by adding new non-terminal symbols and production rules. For example, you might add a `monster` symbol that can be included in a room, along with a set of production rules for generating different types of monsters. You could also add a `trap` symbol, a `puzzle` symbol, or a `treasure` symbol, depending on the features you want to include in your dungeon. + +Overall, this grammar provides a flexible and modular way to generate paths through a dungeon using a large language model and a proof engine combined via adaptive language agent architecture. You can use it as a starting point for generating more complex structures and elements of your dungeon, or you can modify it to suit the specific needs and requirements of your project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_83.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_83.txt new file mode 100644 index 0000000..12ae93c --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_83.txt @@ -0,0 +1,183 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```less +path -> room (corridor room)* exit + +room -> type_name [place] + +type_name -> "a" | "an" | the type_term + +type_term -> weapon | spell | artifacts | magic_items | treasure | monster | quest | challenge + | theme | drama | music | art | secrets | occult | reveal | hero_journey + +corridor -> description + +description -> "a" (adjective | adverb)* "corridor" [that leads to] room + +exit -> "the exit" | "the end of the dungeon" + +place -> "in" ("the country" | "the region" | "the city" | "the street" | "the house" | "the building" + | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" + | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" + | "the keep" | "the hideout" | "platos cave" | "garden of eden" + | "the river styx" | "the restaurant at the end of the universe") + +adjective -> "long" | "winding" | "dark" | "dusty" | "narrow" + | "secret" | "hidden" | "treacherous" | "twisting" | "turning" + +adverb -> "quickly" | "slowly" | "carefully" | "hesitantly" | "fearfully" + | "boldly" | "confidently" | "bravely" | "timidly" +``` +In this grammar, a `path` consists of one or more `room`s connected by `corridor`s, ending with an `exit`. A `room` can be described using a `type_name`, which is either an indefinite article ("a" or "an") or the definite article ("the"), followed by a `type_term` that specifies what kind of room it is. The `place` where the room is located is optional and can be specified using the `in` keyword followed by a location from the `places` list. + +A `corridor` is described using an adjective or adverb, followed by "corridor" and optionally a `room` that the corridor leads to. The `exit` can be either "the exit" or "the end of the dungeon". + +The `type_term`, `adjective`, and `adverb` non-terminals are defined as lists of possible values, and the `places` list contains various locations that a room can be located in. + +This grammar can be used to generate prompts for creating a dungeon by expanding each non-terminal into a sentence or phrase that describes the corresponding part of the dungeon. For example, using this grammar we could generate the following prompt: +```vbnet +Generate a long, winding corridor that leads to a treasure room with gold and jewels in it, located deep in the heart of the labyrinth. +``` +By expanding each non-terminal in the grammar, we can create many different prompts for generating various parts of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_84.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_84.txt new file mode 100644 index 0000000..5e8d92a --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_84.txt @@ -0,0 +1,166 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts to create a dungeon: + +dungeon-prompt ::= "Imagine" "a" dungeon "with" entrance "connected" to path* "and" exit + +entrance ::= "an" entrance-type + +entrance-type ::= "a" "small" "room" | "a" "large" "hallway" | "a" "labyrinthine" "maze" + +path ::= path-segment* + +path-segment ::= "a" path-type "connected" to path-segment | exit + +path-type ::= "room" | "corridor" | "chamber" | "tunnel" | "passageway" + +exit ::= "the" exit-type + +exit-type ::= "end" | "boss" | "treasure" | "secret" + +This grammar generates prompts that describe a dungeon as a series of connected rooms, corridors, chambers, tunnels, and passageways, starting at an entrance and ending with an exit. The exit can be the end of the dungeon, a boss fight, treasure, or a secret. The entrance can be a small room, a large hallway, or a labyrinthine maze. + +Using this grammar, we can generate prompts like: + +Imagine a dungeon with an entrance connected to a small room and a corridor connected to a large room and a secret passageway connected to a boss chamber and the end. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_85.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_85.txt new file mode 100644 index 0000000..f483611 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_85.txt @@ -0,0 +1,167 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +path := entrance room* exit +room := type_name with_a type_description connected_to place_description +type_name := "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" +type_description := (adjective | noun)* +place_description := (noun | verb)* +connected_to := "connected with" | "leading to" | "adjacent to" +entrance := "the entrance of the dungeon" +exit := "the exit of the dungeon" + +adjective := "dark" | "twisty" | "narrow" | "secret" | "dangerous" | "magical" | "ancient" | "powerful" +noun := "corridor" | "door" | "chamber" | "passageway" | "hallway" | "staircase" | "tunnel" | "cave" | "room" +verb := "trap-filled" | "guarded by" | "hidden behind" | "protected by" | "locked with" | "sealed with" +``` +This grammar describes a path through the dungeon as starting at the entrance and ending at the exit, with a series of rooms in between. Each room is described using a type name (such as weapon or monster), a type description (a list of adjectives and/or nouns), and a place description (a list of nouns and/or verbs). The rooms are connected to each other using the `connected_to` keyword, which can be one of several options such as "connected with" or "leading to". + +This grammar could be used to generate prompts for creating the dungeon by selecting different type names, type descriptions, and place descriptions, and combining them in different ways. For example, a prompt might be generated using the following grammar rule: +``` +room := type_name with_a type_description connected_to place_description +``` +This would result in a prompt such as "Create a room with a powerful weapon connected to a guarded corridor". The language model could then use this prompt to generate a description of the room and its contents. By generating multiple prompts using different combinations of rules, it is possible to create a rich and varied dungeon with many different types of rooms, challenges, and treasures. + +This is just one example of how an EBNF grammar could be used to generate prompts for creating a dungeon. There are many other ways that this could be done, and the specific grammar used would depend on the desired structure and complexity of the dungeon, as well as the capabilities of the language model being used. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_86.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_86.txt new file mode 100644 index 0000000..bd56edb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_86.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +``` +prompt ::= "Imagine" "a" type_name "in" place ";" +type_name ::= "dungeon" | "room" | "monster" | "treasure" +place ::= "the" (entrance | middle | end) +entrance ::= "entrance" +middle ::= "middle" ("of the" dungeon | "of room" room\_num) +end ::= "end" ("of the" dungeon | "of room" room\_num) +room_num ::= [1-9][0-9]* +``` +For example, using this grammar, a prompt for creating a monster in the middle of the dungeon would be: + +Imagine a monster in the middle of the dungeon; + +A prompt for creating a treasure in room 3 at the end of the dungeon would be: + +Imagine a treasure in the end of the room 3; + +This grammar can be easily extended to include more elements and details of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_87.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_87.txt new file mode 100644 index 0000000..53122bb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_87.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less +dungeon_prompt = "Imagine", place, "connected with", path_element, {path_element},"at the end of which is", treasure + +place = "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" + +path_element = place | monster | quest | challenge + +treasure = "a" type_name, {",", type_name} + +type_name = "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +``` +This grammar defines a `dungeon_prompt` non-terminal that describes the format of a prompt for creating a dungeon. A prompt consists of an "Imagine" verb, followed by a `place`, and then a series of `path_element`s connected to each other with the word "connected with". At the end of the path is a `treasure`, which is represented as a list of one or more `type_name`s. + +A `place` can be any of the provided place names, such as "the city" or "the dungeon". A `path_element` can be either another `place`, a `monster`, a `quest`, or a `challenge`. A `treasure` is represented as a list of one or more `type_name`s, which are the different types of treasures that can be found in the dungeon. + +This grammar is just an example and can be expanded to include other elements such as NPCs, traps, puzzles etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_88.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_88.txt new file mode 100644 index 0000000..24ed04f --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_88.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```makefile +dungeon_prompt = "Imagine", place, "as the entrance to the dungeon. Generate a path from this entrance to the end of the dungeon." +path = (room | hallway)*, room +room = "Consider", description, ". This is a room in the dungeon." +description = "Draw", object, "in the center of the room.", "Paint", walls, ", floor, and ceiling.", "Compose", light_source, "to illuminate the room.", "Balance", ambiance, "with mood lighting." +object = "A", noun, verb, adjective, "is in the center of the room." +noun = "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" +verb = "wields" | "casts" | "guards" | "holds" | "requires" | "grants" +adjective = "powerful" | "mysterious" | "dangerous" | "rare" | "ancient" +hallway = "Consider", description, ". This is a hallway in the dungeon." +walls = "Paint", walls, "with murals depicting scenes from the region's history.", "Compose", light_source, "to illuminate the hallway.", "Balance", ambiance, "with mood lighting." +floor = "Draw", floor, "with a pattern inspired by the local culture.", "Compose", light_source, "to illuminate the floor.", "Balance", ambiance, "with mood lighting." +ceiling = "Paint", ceiling, "with a fresco depicting the stars and constellations of the night sky.", "Compose", light_source, "to illuminate the ceiling.", "Balance", ambiance, "with mood lighting." +light_source = "A", noun, "emits a soft glow, providing just enough light to see by." +ambiance = "The sound of dripping water and distant howls echo through the dungeon, adding to the eerie atmosphere." +place = "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the underworld" +``` +The grammar starts with a prompt for the user to imagine the entrance of the dungeon and generate a path from this entrance to the end. The path is made up of rooms and hallways, where each room has a description that includes an object in the center, walls, floor, and ceiling, all with different visual elements. Hallway only has walls, floor, and ceiling. Each visual element can have different objects or characteristics associated with it. + +This grammar allows for generating prompts that create a varied and richly detailed dungeon. It can be used as a starting point and expanded to include more elements such as traps, puzzles, treasure rooms, boss battles etc. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_89.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_89.txt new file mode 100644 index 0000000..c8b17fd --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_89.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```less + ::= | + ::= "the" + ::= "connected with" | "leading to" + ::= * (", " )*, "in the" + ::= "dungeon" | "labyrinth" | "maze" | "cavern" | "tomb" | "temple" + ::= "dark" | "twisty" | "narrow" | "dank" | "ancient" | "secret" + ::= | "the" + ::= "entrance" | "exit" | "chamber" | "corridor" | "passageway" + ::= "north" | "south" | "east" | "west" | "up" | "down" +``` +This grammar allows for generating paths through the dungeon by starting at the entrance and traversing through a series of connected rooms. Each room is described using a type name, such as "dungeon" or "temple", followed by a list of adjectives to describe its appearance. The room can also be located in a specific place within the dungeon. Connections between rooms are specified using the words "connected with" or "leading to". + +For example, a possible path through the dungeon could look like this: +```vbnet + + -> + "the dark labyrinth in the entrance" + -> + "connected with" + -> + "the twisty cavern in the north passageway" + -> + "leading to" + -> + "the ancient temple in the west chamber" +``` +This path would generate a prompt that asks for a description of a labyrinth located at the entrance, followed by a twisty cavern located in the north passageway, and finally an ancient temple located in the west chamber. The connections between these rooms are specified as "connected with" and "leading to", respectively. + +Of course, this is just one possible grammar for generating prompts for creating a dungeon, and it can be customized and extended based on the specific requirements of the project. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_9.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_9.txt new file mode 100644 index 0000000..2a03342 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_9.txt @@ -0,0 +1,162 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```makefile +prompt -> "Imagine" "a" type_name "in" place "connected with" place2 +type_name -> "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +place -> place_name | room_name | dungeon_name +place2 -> place_name | room_name | dungeon_name +place_name -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the restaurant at the end of the universe" +room_name -> "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the hall" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" +dungeon_name -> "platos cave" | "garden of eden" | "the river styx" +``` +This grammar defines a prompt as the word "Imagine" followed by a type name, the words "in" and "connected with", and two places. The type name can be one of several options. The place can be a place name, room name, or dungeon name. The second place is similar to the first place but with a different name. Place names are generic, room names are specific areas within a dungeon, and dungeon names are special dungeons with unique properties. + +You can use this grammar to generate prompts for creating various elements of your dungeon by combining different type names, places, and connecting words. For example: + +* "Imagine a weapon in the country connected with the dungeon" +* "Imagine a spell in the labyrinth connected with the river styx" +* "Imagine a magic item in platos cave connected with the garden of eden" + +You can also add additional options to this grammar, such as verbs or other terms from your original code. The key is to provide enough context for the language model to generate creative and diverse responses that fit within the constraints of your dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_90.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_90.txt new file mode 100644 index 0000000..8788446 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_90.txt @@ -0,0 +1,174 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_path ::= entrance room* treasure\_chest exit + +entrance ::= "the entrance" + +room ::= "a room" | "a hallway" | "a cave" | "a swamp" | "a dungeon" + +treasure\_chest ::= "a treasure chest" | "a hidden vault" + +exit ::= "the exit" | "the end of the dungeon" + +This grammar describes a path through a dungeon that starts at the entrance, goes through one or more rooms, and ends at a treasure chest and the exit. The specific types of rooms and treasures are left unspecified, allowing for variation in the generated prompts. To generate a prompt using this grammar, you would start by generating an entrance, then generate zero or more rooms, followed by a treasure\_chest and an exit. For example: + +the entrance +a room with a monster +a hallway with traps +a cave with secrets +a hidden vault containing the Amulet of Power +the end of the dungeon + +You can also use this grammar to generate different paths through the dungeon by varying the number and types of rooms, treasure chests, and exits. For example: + +the entrance +a room with a quest +a hallway with challenges +a swamp with traps +a treasure chest containing the Orb of Light +the exit + +Overall, this grammar provides a simple way to generate prompts for creating a dungeon with a consistent structure and some variation in the types of elements that appear along the path. You can extend or modify this grammar as needed to fit your specific use case. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_91.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_91.txt new file mode 100644 index 0000000..1248099 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_91.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that can be used to generate prompts for creating a dungeon: +```less +prompt ::= "Imagine" | "Consider" | "Draw" | "Paint" | "Compose" | "Balance" +type_name ::= "weapon" | "spell" | "artifacts" | "magic items" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" +type_modifier ::= "random" | "unique" | "epic" | "rare" | "common" +item_name ::= +verb ::= "create" | "design" | "analyze" | "describe" | "program" | "prove" | "role-play" | "specify" | "encode" | "quasi-quote" | "meta-quote" +place ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +place_modifier ::= "entrance" | "exit" | "east" | "west" | "north" | "south" | "up" | "down" | "connected with" +path ::= place path_modifier place | item_name | verb type_name place +path_modifier ::= "to the" place_modifier +``` +This grammar can be used to generate prompts such as: + +* "Imagine creating a unique treasure in a dungeon connected with a cave." +* "Consider analyzing a spell in the entrance of the dungeon." +* "Draw a weapon with a rare artifact in the east of the region." +* "Compose a quest to the exit of the labyrinth." +* "Paint a challenge in the west of the country." + +This grammar can be used as a starting point and expanded upon to include additional elements such as NPCs, traps, puzzles, and environmental descriptions. + +It is also possible to generate prompts for different types of content like comics panel, music, art etc. + +It's important to note that the grammar can be adjusted based on the specific requirements of your dungeon generator. For example, if you want to focus on generating quests, you might add more options for quest-related elements such as objectives and rewards. + +Additionally, it is possible to use this grammar to generate prompts in a random way, by randomly selecting options from each category. This can help to create a diverse set of prompts that cover different aspects of the dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_92.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_92.txt new file mode 100644 index 0000000..5769b57 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_92.txt @@ -0,0 +1,175 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon\_path ::= path\_segment* + +path\_segment ::= [room\_description | hallway\_description | staircase\_description] (direction | up | down) + +room\_description ::= "You are in a " room\_type "." + +hallway\_description ::= "You are in a " hallway\_type " corridor." + +staircase\_description ::= "You see a " staircase\_type " before you." + +direction ::= "go " (north | south | east | west) + +room\_type ::= "small" | "large" | "cramped" | "spacious" | "opulent" + +hallway\_type ::= "plain" | "ornate" | "maze-like" + +staircase\_type ::= "narrow" | "grand" | "steep" + +This grammar defines a dungeon path as a sequence of path segments, which can be either room descriptions, hallway descriptions, or staircase descriptions. Each path segment is followed by a direction (go north, go south, etc.) or one of the special keywords up or down, indicating that the player is moving up or down a flight of stairs. Room and hallway types are also defined in the grammar, along with staircase types. + +To generate prompts using this grammar, you would start by generating a sequence of path segments (room descriptions, hallway descriptions, etc.) using the grammar rules. Then, for each path segment, you would use the room\_description, hallway\_description, or staircase\_description rule to generate a prompt asking the player to imagine that they are in a particular type of room or hallway. Finally, you would add a direction or one of the special keywords up or down to indicate where the player can go next. + +For example, using this grammar, you might generate the following prompts: + +* "You are in a small room. Go north." +* "You are in an ornate hallway corridor. Go south." +* "You see a narrow staircase before you. Go up." +* "You are in a cramped room. Go west." + +By following the rules of the grammar, you can generate a variety of different prompts that describe a path through the dungeon, starting at the entrance and going all the way to the end. You can also customize the grammar by adding or modifying rules to suit your specific needs. For example, you might add rules for generating descriptions of monsters, treasures, or other elements of a typical RPG setting. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_93.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_93.txt new file mode 100644 index 0000000..29b8fd5 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_93.txt @@ -0,0 +1,161 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +``` +path -> place path | action path | empty +place -> "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the dungeon" | "the labyrinth" | "the cave" | "the swamp" | "the room" | "the hallway" | "the chest" | "the bag" | "the wallet" | "the vault" | "the keep" | "the hideout" | "platos cave" | "garden of eden" | "the river styx" | "the restaurant at the end of the universe" +action -> verb "doing" verb +verb -> "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "create descriptions for an artist" | "create descriptions for an artist to design a comic book panel" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" +empty -> "" +``` +This grammar allows for the generation of prompts that describe a path through a dungeon, starting at the entrance and going all the way to the end. Each step in the path can be either a place, an action, or empty. Places are represented by specific strings such as "the country" or "the city", while actions are represented by verbs followed by "doing" and another verb. The `empty` production allows for the generation of prompts with no additional information at a particular step in the path. + +You can use this grammar to generate different prompts by using different combinations of places, actions, and empty productions. For example, you could generate a prompt that describes going from "the country" to "the city" while "role-playing" and "specifying" by using the following production: +``` +path -> place action path +place -> "the country" +action -> "role-play" "doing" "specify" +path -> "the city" empty +``` +This would generate the prompt "Role-play doing specify at the country going to the city". You can use this grammar to generate many different prompts, allowing you to explore a variety of different scenarios and situations within your dungeon. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_94.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_94.txt new file mode 100644 index 0000000..41c1db3 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_94.txt @@ -0,0 +1,159 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: +```markdown + ::= "Imagine a " " in " " with a " ". " ", doing " ", and leading to another " ". What does it look like? Generate a variant array of size " "." + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secrets" | "occult" | "reveal" | "hero journey" + ::= | "path" | "door" | "entrance" | "exit" | "chamber" + ::= | "end" + ::= "role-play" | "specify" | "encode" | "code" | "program" | "prove" | "create" | "design" | "analyse" | "lift" | "shift" | "splice" | "quote" | "quasi-quote" | "quasi-quine-quote" | "quasi-quine-quote-in-ocaml" | "quasi-quine-quote-in-ocaml-coq-metacoq" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide" | "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act" | "meta-quote" + ::= | "leading" | "connecting" | "revealing" + ::= "the country" | "the region" | "the city" | "the street" | "the house" | "the building" | "the entrance" | "the exit" | "the chamber" | "the end" + ::= "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "10" +``` +This grammar can generate prompts that describe a specific type of thing (a weapon, spell, etc.) in a specific place (the country, the city, etc.) with another type of thing. The prompt then asks to imagine how this thing is being used, and generates an array of variants for it. + +You could use a tool like ANTLR or similar to parse this EBNF grammar, and generate code that will generate prompts from it. + +Please note that the grammar provided is just an example, you may need to adjust it according to your needs. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_95.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_95.txt new file mode 100644 index 0000000..ff11b31 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_95.txt @@ -0,0 +1,203 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +```ruby +path ::= (room | hallway | corridor) + + +room ::= "enter room" "named" identifier + | "encounter" monster + | "find treasure" item + | "discover secret" secret + +monster ::= "a" adjective "monster" + | "a" creature + +creature ::= dragon | giant | orc | troll + +item ::= "a" artifact + | "a" magic_item + | "a" treasure + +artifact ::= "staff" | "sword" | "shield" + +magic_item ::= "ring" | "amulet" | "scroll" + +treasure ::= "chest" | "pile of gold" | "jeweled crown" + +secret ::= "hidden door" | "trapdoor" | "false wall" + +identifier ::= [a-zA-Z_][a-zA-Z0-9_]* + +adjective ::= (["great", "fearsome", "terrible", "powerful"]) + +dragon ::= "dragon" + +giant ::= "giant" + +orc ::= "orc" + +troll ::= "troll" + +hallway ::= "walk down the hallway" | "continue down the hallway" + +corridor ::= "follow the corridor" | "go down the corridor" +``` +This grammar generates a sequence of rooms, hallways, and corridors, with each room containing a possible encounter or discovery. The `identifier`, `adjective`, `dragon`, `giant`, `orc`, and `troll` non-terminals can be expanded to include more specific terms as needed. + +You can use this grammar to generate prompts for your language model by expanding each non-terminal into a natural language phrase, then concatenating the results together to form a complete prompt. For example: +```python +path = hallway + room + hallway + room + corridor + room + +hallway1 = walk down the hallway +room1 = enter room named the entrance +hallway2 = continue down the hallway +room2 = find treasure chest +hallway3 = follow the corridor +room3 = encounter a powerful dragon +``` +This would generate the following prompt: +```vbnet +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : walk; Type Name: hallway1; Place: the entrance connected with continue down the hallway. +``` +You can then use this prompt to generate content for your dungeon, such as a description of the hallway or an encounter with the dragon. You can repeat this process for each non-terminal in the grammar to create a complete dungeon path. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_96.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_96.txt new file mode 100644 index 0000000..2d82d63 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_96.txt @@ -0,0 +1,155 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating prompts for creating a dungeon: +```css + ::= "Imagine" "a" + ::= | "path" | "room" + ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge" | "theme" | "drama" | "music" | "art" | "secret" | "occult" | "reveal" | "hero journey" + ::= | "travel" | "encounter" | "discover" | "fight" | "solve" | "explore" + ::= "to the north" | "to the south" | "to the east" | "to the west" + ::= "imagine" | "consider" | "draw" | "paint" | "compose" | "balance" +``` +This grammar allows for generating prompts that can be used to create different elements of a dungeon, including paths and rooms, and specify the actions that can be taken in those areas. The `` nonterminal can be further expanded with more specific terms if needed. The `` nonterminal includes both top-level terms and more specific action verbs. The `` nonterminal allows for generating prompts that specify the direction of movement in the dungeon. + +For example, a prompt generated using this grammar might look like: "Imagine a weapon travel to the north" or "Consider a quest discover to the east". These prompts can then be used as input for the code you provided, which would generate variants based on the given context and return them for further processing. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_97.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_97.txt new file mode 100644 index 0000000..2182230 --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_97.txt @@ -0,0 +1,164 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + + ::= "Imagine" + + ::= | + + ::= + + ::= "the" + + ::= [a-zA-Z ]+ + + ::= "to the" + + ::= [a-zA-Z ]+ + +This grammar can be used to generate prompts for creating a path through the dungeon, starting at the entrance and going all the way to the end. The non-terminals like , , etc are to be replaced with actual values when generating prompts. + +For example, using this grammar we can generate a prompt like: "Imagine the entrance to the first room to the second room" + +It's also possible to add more elements in the path like adding monsters, treasures, and other elements of a typical RPG setting by extending the grammar accordingly. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_98.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_98.txt new file mode 100644 index 0000000..13c9eeb --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_98.txt @@ -0,0 +1,160 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar that could be used to generate prompts for creating a dungeon: + +dungeon ::= entrance room+ treasure\_room? boss\_room? +entrance ::= "You are at the entrance of the dungeon. What do you see?" +room ::= "You enter a room. What do you see?" +treasure\_room ::= "You find a treasure room. What does it contain?" +boss\_room ::= "You encounter the boss. What happens?" + +In this grammar, `dungeon` represents the entire dungeon, starting from the entrance and ending at the boss room. The entrance is always encountered first, followed by any number of regular rooms (denoted by `room+`). Optionally, there may be a treasure room (denoted by `treasure_room?`) and a boss room (denoted by `boss_room?`). + +Each non-terminal in the grammar is associated with a prompt that can be used to generate text for that part of the dungeon. For example, the prompt for `entrance` could be "You are at the entrance of the dungeon. What do you see?" This prompt would be used to generate a description of the entrance when the dungeon is being created. + +Similarly, the prompt for `room` could be "You enter a room. What do you see?" This prompt would be used to generate a description of each regular room in the dungeon. + +The `treasure_room` and `boss_room` non-terminals are optional, as indicated by the question mark at the end of their names. If they are included in the dungeon, the associated prompts would be used to generate descriptions of the treasure room and boss room, respectively. + +This is just one example of how a grammar could be used to generate prompts for creating a dungeon. There are many other ways to structure such a grammar, depending on the specific requirements and constraints of the dungeon generator. +#+end_src diff --git a/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_99.txt b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_99.txt new file mode 100644 index 0000000..0d0113e --- /dev/null +++ b/data/dungeon/sim_dungeon_1_2024-02-18T17:51:40-05:00_99.txt @@ -0,0 +1,170 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of an EBNF grammar for generating a path through a dungeon: +``` +path ::= (room | hallway | staircase)*. + +room ::= "You enter a room with " type_name " and " description ". There are exits to the " direction* "." + +type_name ::= "weapon" | "spell" | "artifact" | "magic item" | "treasure" | "monster" | "quest" | "challenge". + +description ::= (adjective)* noun ("is" | "are") verb. + +adjective ::= "beautiful" | "dark" | "dank" | "dusty" | "empty" | "glowing" | "golden" | "hidden" | "imposing" | "large" | "locked" | "mysterious" | "narrow" | "noisy" | "old" | "ornate" | "powerful" | "precious" | "rusted" | "shiny" | "small" | "sturdy" | "twisting". + +noun ::= "chest" | "door" | "gate" | "hallway" | "passage" | "room" | "staircase" | "table" | "treasure" | "wall". + +direction ::= "north" | "south" | "east" | "west". + +verb ::= "contains" | "guards" | "leads to" | "opens into" | "reveals". +``` +This grammar can be used to generate prompts for creating the rooms, type\_names, and descriptions in a dungeon. The `direction` nonterminal can be used to specify the exits from each room, and the `path` nonterminal can be used to connect multiple rooms together to form a path through the dungeon. + +To generate a specific path, you can use a top-down approach by starting with the `path` nonterminal and recursively expanding it into a sequence of `room`, `hallway`, or `staircase` nonterminals. Then, for each `room` nonterminal, you can expand it into its components (type\_name, description, and exits) using the appropriate nonterminals. Finally, you can use a language model to generate the specific text for each nonterminal based on its definition in the grammar. + +For example, here is a prompt that could be generated from this grammar: +``` +You enter a room with a weapon and a sword is laying on a table. There are exits to the north and east. +``` +This prompt can then be used to generate a specific room in the dungeon using a language model. The type\_name of the room is "weapon" and its description is "a sword is laying on a table". The exits from the room lead to the north and east. This process can be repeated for each nonterminal in the grammar to generate a complete path through the dungeon. +#+end_src diff --git a/data/dungeon2artImagine_1.new_1Imagine b/data/dungeon2artImagine_1.new_1Imagine new file mode 100644 index 0000000..7063bca --- /dev/null +++ b/data/dungeon2artImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: art; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["Imagine being a traveling bard, crafting beautiful songs and stories about far-off lands and mythical creatures as you journey through the diverse landscapes of the country."](https://heavyeditorial.com/_next/image?url=https%3A%2F%2Fcms.npr.org%2Fsites%2Fdefault%2Ffiles%2F2017%2F06%2F08%2Fgettyimages-534904646-e1496955831227.jpg&w=1920&q=75) +#+end_src diff --git a/data/dungeon2artifactsImagine_1.new_1Imagine b/data/dungeon2artifactsImagine_1.new_1Imagine new file mode 100644 index 0000000..44125e7 --- /dev/null +++ b/data/dungeon2artifactsImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: artifacts; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["In the countryside, imagine engaging in a role-play where you discover a long-lost artifact said to hold magical powers, capable of shaping the destiny of the nation."] +#+end_src diff --git a/data/dungeon2challegeImagine_1.new_1Imagine b/data/dungeon2challegeImagine_1.new_1Imagine new file mode 100644 index 0000000..f73d17e --- /dev/null +++ b/data/dungeon2challegeImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: challege; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["In the vast expanse of the countryside, imagine engaging in a role-playing game where you and your party must overcome a daunting challenge - perhaps a powerful dragon rumored to dwell in a hidden lair, or an ancient curse plaguing a peaceful village. The fate of the land rests in your hands!" ] +#+end_src diff --git a/data/dungeon2dramaImagine_1.new_1Imagine b/data/dungeon2dramaImagine_1.new_1Imagine new file mode 100644 index 0000000..5143acb --- /dev/null +++ b/data/dungeon2dramaImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: drama; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ + "Imagine engaging in a dramatic role-play, where you are a wandering bard in a fantasy country. As you journey from town to town, you weave tales of heroic knights and mystical creatures, using your storytelling skills to entertain and inspire those around you." +] +#+end_src diff --git a/data/dungeon2hero_1.new_1Imagine b/data/dungeon2hero_1.new_1Imagine new file mode 100644 index 0000000..50439a9 --- /dev/null +++ b/data/dungeon2hero_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: hero journey; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["Embark on an epic 'hero journey' across the diverse landscapes of the country, where each new region presents unique challenges and intriguing lore. Role-play as a brave adventurer, harnessing your imagination to overcome obstacles, solve puzzles, and uncover hidden secrets within the generated dungeons." ] +#+end_src diff --git a/data/dungeon2magic_1.new_1Imagine b/data/dungeon2magic_1.new_1Imagine new file mode 100644 index 0000000..a6a8038 --- /dev/null +++ b/data/dungeon2magic_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: magic items; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["As you explore the countryside, imagine discovering a hidden grove where a wise old tree offers you a choice of enchanted relics, each imbued with unique powers that could aid you on your quest."] +#+end_src diff --git a/data/dungeon2monsterImagine_1.new_1Imagine b/data/dungeon2monsterImagine_1.new_1Imagine new file mode 100644 index 0000000..a5087f9 --- /dev/null +++ b/data/dungeon2monsterImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: monster; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ +"As you journey through the rolling hills and dense forests of the country, you suddenly find yourself in a role-play scenario. You come face to face with a fearsome monster, its jagged teeth bared as it snarls at you. With your sword at the ready, you imagine engaging in battle with this formidable foe, dodging its blows and striking back with all your might." +] +#+end_src diff --git a/data/dungeon2musicImagine_1.new_1Imagine b/data/dungeon2musicImagine_1.new_1Imagine new file mode 100644 index 0000000..4009c71 --- /dev/null +++ b/data/dungeon2musicImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: music; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ +"As a bard, imagine performing an enchanting melody in a quaint countryside tavern, captivating locals and adventurers alike with your magical notes, as you gather information for your next dungeon exploration." +] +#+end_src diff --git a/data/dungeon2occultImagine_1.new_1Imagine b/data/dungeon2occultImagine_1.new_1Imagine new file mode 100644 index 0000000..c46bc12 --- /dev/null +++ b/data/dungeon2occultImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: occult; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["As a powerful sorcerer, you find yourself in a remote countryside, tasked with investigating rumors of dark occult activities. As you explore an abandoned farmstead, imagine role-playing the uncovering of hidden rituals and summoning circles in the heart of this quiet, unsuspecting country landscape."] +#+end_src diff --git a/data/dungeon2questImagine_1.new_1Imagine b/data/dungeon2questImagine_1.new_1Imagine new file mode 100644 index 0000000..7c91d3b --- /dev/null +++ b/data/dungeon2questImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: quest; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["As you journey through the rolling hills and bustling villages of the kingdom, you are tasked with a perilous quest. The king has requested your aid in retrieving a long-lost artifact from an ancient, labyrinthine dungeon. Legend has it that the dungeon shifts and changes with the minds of those who enter, making each experience unique. Using the powerful language model and proof engine at your disposal, you must navigate this treacherous maze, overcome its devious puzzles, and outwit the fearsome creatures lurking within. Will you emerge victorious and claim your reward, or succumb to the dungeon's ever-changing whims? The fate of the kingdom rests in your hands."](https://storage.googleapis.com/zenn-user-upload/eyJkYWdlc3NfdXJsIjoiMTIzMTQ0MzAwMCIsImV4cGVydG1lbnRfaW1hZ2Utd2lkdGgifQ==) +#+end_src diff --git a/data/dungeon2revealImagine_1.new_1Imagine b/data/dungeon2revealImagine_1.new_1Imagine new file mode 100644 index 0000000..77a262b --- /dev/null +++ b/data/dungeon2revealImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: reveal; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ +"As you journey through the countryside, imagine engaging in a role-play where you take on the persona of a traveler exploring this beautiful land. The 'reveal' type name could refer to uncovering hidden secrets or treasures scattered throughout the country, as you delve deeper into the lore and history of this place." +] +#+end_src diff --git a/data/dungeon2secretsImagine_1.new_1Imagine b/data/dungeon2secretsImagine_1.new_1Imagine new file mode 100644 index 0000000..f6ed94d --- /dev/null +++ b/data/dungeon2secretsImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: secrets; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ +"Imagine embarking on a role-playing adventure in the countryside, where you uncover hidden 'secrets' of ancient civilizations buried deep within the land. Discover mysterious runes etched into ancient standing stones, and follow clues to unravel the mysteries of an age long past." +] +#+end_src diff --git a/data/dungeon2spellImagine_1.new_1Imagine b/data/dungeon2spellImagine_1.new_1Imagine new file mode 100644 index 0000000..8332fb0 --- /dev/null +++ b/data/dungeon2spellImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: spell; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: [ +"As a wandering adventurer, you find yourself in a lush, sprawling country filled with magical wonders. You feel a sudden urge to harness the ambient magic of this enchanting land. Closing your eyes, you imagine casting a role-play spell. As the magic takes effect, you're transformed into various characters from local folklore, experiencing their powers and challenges firsthand. The country itself becomes your playground, as you learn its secrets and uncover hidden stories with each new role you assume." +] +#+end_src diff --git a/data/dungeon2themeImagine_1.new_1Imagine b/data/dungeon2themeImagine_1.new_1Imagine new file mode 100644 index 0000000..6ef47fb --- /dev/null +++ b/data/dungeon2themeImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: theme; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["Imagine engaging in a medieval-inspired role-play, where the theme is 'the ruling of a countryside kingdom.' You'll have to make decisions on resource management, diplomacy with neighboring feudal lords, and protecting your subjects from various threats. The place: a vast, sprawling landscape filled with quaint villages, dense forests, and imposing castles." ] +#+end_src diff --git a/data/dungeon2treasureImagine_1.new_1Imagine b/data/dungeon2treasureImagine_1.new_1Imagine new file mode 100644 index 0000000..8371492 --- /dev/null +++ b/data/dungeon2treasureImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: treasure; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["In your role as a brave adventurer, imagine discovering a long-lost treasure hidden deep within the heart of a mystical country, its value and history unknown to all but a few."], +#+end_src diff --git a/data/dungeon2weaponImagine_1.new_1Imagine b/data/dungeon2weaponImagine_1.new_1Imagine new file mode 100644 index 0000000..086a630 --- /dev/null +++ b/data/dungeon2weaponImagine_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: weapon; Place: the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["As you journey through the rolling hills and verdant forests of the kingdom, imagine brandishing a sturdy longsword, its blade gleaming in the sun as you defend against fearsome creatures and protect the innocent." ] +#+end_src diff --git a/data/dungeon2weapon_1.new_1Imagine b/data/dungeon2weapon_1.new_1Imagine new file mode 100644 index 0000000..872b91b --- /dev/null +++ b/data/dungeon2weapon_1.new_1Imagine @@ -0,0 +1,7 @@ + +#+begin_src input +We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing role-play; Type Name: weapon with a weapon; Place: the country connected with the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: ["In the land connecting two realms, envision role-playing while wielding a magical longsword and an enchanted shield, clashing against fierce mythical beasts to protect the border."] +#+end_src diff --git a/data/dungeon_1.new_1Imagine b/data/dungeon_1.new_1Imagine new file mode 100644 index 0000000..4e1fd94 --- /dev/null +++ b/data/dungeon_1.new_1Imagine @@ -0,0 +1,18 @@ + +#+begin_src input +Imagine doing specify a model in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: I'm having difficulty understanding your request. Could you please clarify and provide more context? + +In general, if you are asking me to imagine specifying a car model in a particular country, my response would be: "When selecting a car model in a specific country, it is important to consider factors such as local regulations, fuel prices, consumer preferences, and the availability of parts and service." + +As for generating a variant array of size 1, here is an example in Python: + +```python +variant = ["Compact Sedan"] +print(variant) +``` + +This will output: `['Compact Sedan']`. Is this what you were looking for? +#+end_src diff --git a/data/dungeon_prompt.txt b/data/dungeon_prompt.txt new file mode 100644 index 0000000..d8e347d --- /dev/null +++ b/data/dungeon_prompt.txt @@ -0,0 +1,137 @@ +The goal is to create a flexible and customizable system for generating prompts for a language model that can be used to generate creative and imaginative descriptions of a dungeon in a fantasy role-playing game. +the game would involve exploring a dungeon generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +Overall, it seems that the code is designed to generate a richly detailed and immersive fantasy RPG experience using a combination of natural language processing and formal methods. By using a large language model and a proof engine, the game could potentially offer a high degree of realism and interactivity, allowing players to explore and interact with the dungeon in flexible and unpredictable ways. +The script is being used to generate and test various combinations of terms to create content for a fantasy role-playing game. The generated content include descriptions of weapons, spells, artifacts, monsters, quests, and other elements of a typical RPG setting. +Here is the code we wrote so far +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + "drama"; + "music"; + "art"; + "secrets"; + "occult"; + "reveal"; + "hero journey" +] +let model_name = "mixtral" +let url= "https://dev-hub.agentartificial.com" +let verbs = [ + "role-play"; + "specify";"encode";"code"; "program";"prove"; + "create"; "design"; + "create descriptions for an artist"; + "create descriptions for an artist to design a comic book panel"; + "analyse";"lift";"shift";"splice";"quote"; + "quasi-quote"; + "quasi-quine-quote"; + "quasi-quine-quote-in-ocaml"; + "quasi-quine-quote-in-ocaml-coq-metacoq"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-observe"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-orient"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-decide"; + "quasi-quine-quote-in-ocaml-coq-metacoq-introspector-bootstrap-act"; + "meta-quote" +] +let top_terms = ["Imagine"; + "Consider"; + "Draw"; + "Paint"; + "Compose"; + "Balance"] + +let places = [ + "the country"; + "the region"; + "the city"; + "the street"; + "the house"; + "the building"; + "the dungeon"; + "the labyrinth"; + "the cave"; + "the swamp"; + "the room"; + "the hallway"; + "the chest"; + "the bag"; + "the wallet"; + "the vault"; + "the keep"; + "the hideout"; + "platos cave"; + "garden of eden"; + "the river styx"; + "the restaurant at the end of the universe"; +] + +let count= 3 +let simple = "dune exec ./bin/simple.exe --" +let binding = "--openai" +let test_name = "dungeon2" + +let prompt type_name try_n verb place= + "\"" ^ + "We are building a dungeon generator for a fantasy role-playing game with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creatively use the following context: Verb : " ^ verb ^ "; Type Name: " ^ type_name ^ "; Place: " ^ place ^ " What is your response?" ^ " Please generate variant array of size " ^ ( string_of_int try_n) ^ "\"" + +let make_args type_name i verb place= [ + simple; + binding; + "-m"; model_name; + "-s"; test_name ^ type_name ^ verb; + "-x"; ".new_" ^ (string_of_int i) ^ verb ^ type_name ^ place ^ ".txt"; + "-p"; prompt type_name i verb place; + "-u"; url; +] + + +let do_apply_list run_cmd make_args type_terms = + for i = 1 to count do + List.iter (fun top -> + List.iter (fun term -> + List.iter (fun term2 -> + List.iter (fun verb -> + List.iter (fun place -> + List.iter (fun place2 -> + let term3 = term ^ " with a " ^ term2 in + let verb2 = top ^ " doing " ^ verb in + let place3 = place ^ " connected with " ^ place2 in + let args = make_args + term3 i verb2 + place3 in + run_cmd args + ) places + ) places + ) verbs + ) type_terms + ) type_terms + ) top_terms + done + +let run_cmd args = + let cmd = String.concat " " args in + Printf.printf "Cmd: %s\n" cmd; + let inp = Unix.open_process_in cmd in + let r = In_channel.input_line inp in + In_channel.close inp; + match r with + |Some out -> + Printf.printf "Output: %s\n" out + |None -> + Printf.printf "Output: None\n" + +let () =do_apply_list run_cmd make_args type_terms + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the dungeon using your knowledge. Write the grammar in EBNF notation. We will start with path through the dungeon starting at the entrance and going all the way to the ends. diff --git a/data/dungeonartifactsImagine_1.new_1Imagine b/data/dungeonartifactsImagine_1.new_1Imagine new file mode 100644 index 0000000..4b39e94 --- /dev/null +++ b/data/dungeonartifactsImagine_1.new_1Imagine @@ -0,0 +1,11 @@ + +#+begin_src input +Imagine doing specify a artifacts in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: It seems like you are asking for an example of a traditional artifact from a random country. I will generate a single item using a language model: + +[ +"Kilim - A traditional handwoven Turkish rug" +] +#+end_src diff --git a/data/dungeonchallegeImagine_1.new_1Imagine b/data/dungeonchallegeImagine_1.new_1Imagine new file mode 100644 index 0000000..78867f3 --- /dev/null +++ b/data/dungeonchallegeImagine_1.new_1Imagine @@ -0,0 +1,13 @@ + +#+begin_src input +Imagine doing specify a challege in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, here's an example of an array that contains a single challenge for a hypothetical country: +```vbnet +["Addressing income inequality and creating more opportunities for upward mobility"] +``` +This challenge was specified at random and is intended to be representative of the types of issues that countries around the world might face. Of course, each country has its own unique set of challenges and opportunities, and addressing them requires careful consideration of a wide range of factors. + +If you need more arrays like this one, please let me know and I can generate additional examples for you. +#+end_src diff --git a/data/dungeonmagic_1.new_1Imagine b/data/dungeonmagic_1.new_1Imagine new file mode 100644 index 0000000..cf811a0 --- /dev/null +++ b/data/dungeonmagic_1.new_1Imagine @@ -0,0 +1,21 @@ + +#+begin_src input +Imagine doing specify a magic items in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Certainly! Here's an example of a magic item from a fictional country: + +Magic Item: Amulet of the Sun + +Country of Origin: Zanaria, a desert kingdom known for its powerful sun magic. + +Description: The Amulet of the Sun is a golden locket containing a small sunstone, a rare and magical gem that harnesses the power of the sun. When worn around the neck, the amulet grants the wearer increased stamina and endurance, allowing them to resist fatigue and thrive in hot environments. Additionally, the amulet can be used to channel powerful blasts of sunlight, dealing fire damage to enemies and igniting flammable objects. + +Variants: + +1. Amulet of the Moon - Country of origin: Lunaria, a kingdom of moon worshippers and night magic. This amulet is made of silver and contains a small crescent moonstone, granting the wearer increased agility and perception in low-light conditions. The amulet can also be used to summon bolts of moonlight, dealing cold damage to enemies and extinguishing flames. +2. Amulet of the Stars - Country of origin: Astraria, a kingdom of stargazers and celestial magic. This amulet is made of platinum and contains a small star sapphire, granting the wearer increased intelligence and wisdom. The amulet can also be used to summon bursts of starlight, dealing force damage to enemies and revealing hidden objects. +3. Amulet of the Earth - Country of origin: Terrania, a kingdom of druids and earth magic. This amulet is made of stone and contains a small earth crystal, granting the wearer increased strength and resilience. The amulet can also be used to summon tremors, knocking enemies prone and disrupting their movements. +4. Amulet of the Seas - Country of origin: Marinia, a kingdom of sailors and water magic. This amulet is made of coral and contains a small pearl, granting the wearer increased constitution and resistance to drowning. The amulet can also be used to summon waves, pushing enemies back and sweeping them off their feet. +5. Amulet of the Skies - Country of origin: Aeraria, a kingdom of aviators and air magic. This amulet is made of feathers and contains a small wind crystal, granting the wearer increased dexterity and speed. The amulet can also be used to summon gusts of wind, knocking enemies off balance and carrying the wearer aloft. +#+end_src diff --git a/data/dungeonmonsterImagine_1.new_1Imagine b/data/dungeonmonsterImagine_1.new_1Imagine new file mode 100644 index 0000000..52bc180 --- /dev/null +++ b/data/dungeonmonsterImagine_1.new_1Imagine @@ -0,0 +1,13 @@ + +#+begin_src input +Imagine doing specify a monster in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: I'm having difficulty understanding your question. Could you please rephrase or clarify what you are asking for? Based on my interpretation, here's a possible response: + +One potential monster that could be specified for a particular country is the "Jiangshi" (Chinese hopping vampire) for China. To create a variant array of size 1, we can assign different characteristics to this monster based on regional variations or folklore. Here's an example: + +monster = ["Jiangshi (Chinese hopping vampire) - Variant 1: Inca region Jiangshi with the ability to control earthquakes and speak Quechua"] + +This array has a single element, which is a string describing a variant of the Jiangshi that combines elements from Chinese folklore and Incan mythology. +#+end_src diff --git a/data/dungeonquestImagine_1.new_1Imagine b/data/dungeonquestImagine_1.new_1Imagine new file mode 100644 index 0000000..7cf457a --- /dev/null +++ b/data/dungeonquestImagine_1.new_1Imagine @@ -0,0 +1,21 @@ + +#+begin_src input +Imagine doing specify a quest in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can help you with that! Here's a variant array of size 1 with a possible quest to do in a country: + +[ +"Explore the ancient ruins and uncover the secrets of a lost civilization while backpacking through Peru." +] + +Here are some other possible quests to do in a country, each in its own array element: + +[ +"Go on a culinary adventure through Italy, learning to cook traditional dishes from local chefs and sampling the regional wines." , +"Trek through the jungles of Borneo to see endangered orangutans up close and support conservation efforts.", +"Experience the colorful festivals and vibrant street life of India, immersing yourself in the culture and traditions of the country." , +"Climb Mount Kilimanjaro in Tanzania, pushing your limits and taking in breathtaking views from the summit.", +"Explore the rich history and architecture of Russia, visiting iconic landmarks like the Hermitage Museum and Red Square." +] +#+end_src diff --git a/data/dungeonspellImagine_1.new_1Imagine b/data/dungeonspellImagine_1.new_1Imagine new file mode 100644 index 0000000..d6b3c64 --- /dev/null +++ b/data/dungeonspellImagine_1.new_1Imagine @@ -0,0 +1,9 @@ + +#+begin_src input +Imagine doing specify a spell in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: I'm sorry, I need a little more context to provide a helpful response. It seems like you're asking for a variation on the prompt "Imagine doing specify a spell in the country. What is your response?" but I'm not sure what you mean by "variation" or "array of size 1." + +If you could clarify what you're looking for, I would be happy to help! For example, are you asking for me to come up with a different spell and country combination? Or are you looking for me to generate a single variation on a prompt that you provide? Let me know how I can assist. +#+end_src diff --git a/data/dungeonthemeImagine_1.new_1Imagine b/data/dungeonthemeImagine_1.new_1Imagine new file mode 100644 index 0000000..ca08fcf --- /dev/null +++ b/data/dungeonthemeImagine_1.new_1Imagine @@ -0,0 +1,11 @@ + +#+begin_src input +Imagine doing specify a theme in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: I'm sorry, I'm having trouble understanding your question. Could you please rephrase or clarify what you are asking for? + +To provide some context, when you mention "specify a theme in the country," it sounds like you may be asking about choosing a particular topic or focus to explore within a specific country. However, I'm not sure what you mean by "generate variant array of size 1." + +If you could give me more information about what you are looking for, I would be happy to help! +#+end_src diff --git a/data/dungeontreasureImagine_1.new_1Imagine b/data/dungeontreasureImagine_1.new_1Imagine new file mode 100644 index 0000000..b16b74a --- /dev/null +++ b/data/dungeontreasureImagine_1.new_1Imagine @@ -0,0 +1,26 @@ + +#+begin_src input +Imagine doing specify a treasure in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can help you with that. Here's a variant array of size 1 with different treasures from around the world: + +[ +"The Lost City of Zerzura in Egypt", +"The Treasure of Lima in Peru", +"The Amber Room in Russia", +"The Crown Jewels of India", +"The Hope Diamond in the US", +"The Nazca Lines in Peru", +"The Terracotta Army in China", +"The Holy Grail in Europe", +"The Lost Gold of Atlantis in the Atlantic Ocean", +"The Mayan Treasure of Guatemala" +] + +You can access the first (and only) element of this array by calling its index, like so: +```lua +treasure = myArray[1] +``` +This would return "The Lost City of Zerzura in Egypt" as the treasure. +#+end_src diff --git a/data/dungeonweaponImagine_1.new_1Imagine b/data/dungeonweaponImagine_1.new_1Imagine new file mode 100644 index 0000000..5cdc7d8 --- /dev/null +++ b/data/dungeonweaponImagine_1.new_1Imagine @@ -0,0 +1,11 @@ + +#+begin_src input +Imagine doing specify a weapon in the country What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: I'm sorry, I need a little more context to provide a helpful response. However, I can still generate a variant array of size 1 based on the topic you provided. Here it is: + +["Specifying a weapon in a country is a sensitive and potentially dangerous subject that should be approached with caution."] + +Please note that the content of the array is a general advice rather than a specific response to your prompt, as I need more information to generate a relevant answer. +#+end_src diff --git a/data/folder/dune b/data/folder/dune new file mode 100644 index 0000000..f775251 --- /dev/null +++ b/data/folder/dune @@ -0,0 +1,19 @@ + +(env + (_ + (flags + (:standard ;;-warn-error -9-27-26 + )))) + +(library + (libraries ezcurl-lwt yojson ppx_yojson_conv_lib openai str ) + (preprocess + (pps ppx_yojson_conv ppx_yojson lwt_ppx )) + + (name lang_agent_fold)) + +; (coq.theory +; (name lang_model) +; (package lang_agent) +; (synopsis "A Coq theory that uses MetaCoq") +; (theories MetaCoq MetaCoq.Template Equations Ltac2 )) diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T22:35:03-05:00_1.txt1 b/data/folder/grammar/out/grammar_1_2024-02-18T22:35:03-05:00_1.txt1 new file mode 100644 index 0000000..0bae0fd --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T22:35:03-05:00_1.txt1 @@ -0,0 +1,139 @@ + +#+begin_src input +We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate a grammar that we can use to generate prompts for create the hacker game dungeon using your knowledge. Imagine the 8 levels of the world from physical to spirirtual. Write the grammar in EBNF notation. We will start with path through the quasifibers of asts starting at the physcail and going all the way to the spiritual and back. Create a multi-dimensional grammar. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET comment ::= "#" [a-zA-Z0-9 \t]* +letter ::= [a-zA-Z] +digit ::= [0-9] +S ::= ( " " | "\n" | "\t" | "\r" ) +symbol ::= "[" | "]" | "{" | "}" | "(" | ")" | "<" | ">" | "'" | "=" | "|" | "." | "," | ";" | "-" | "+" | "*" | "?" +character ::= letter | digit | symbol | "_" | " " +identifier ::= letter ( letter | digit | "_" )* +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator comment* +root ::= comment* ( S rule S ) * ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. + +#+end_src +#+begin_src output + Result: +This = + + +''' '' + +''' '' Program + Program [ Root S ] + Program EndTarget + + Root [ Identifier S StatementList S EndTarget ']' '' + StatementList ( Statement S ) + + + Statement [ '{' '' +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_1.txt1 b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_1.txt1 new file mode 100644 index 0000000..02086bf --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_1.txt1 @@ -0,0 +1,130 @@ + +#+begin_src input +We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET comment ::= "#" [a-zA-Z0-9 \t]* +letter ::= [a-zA-Z] +digit ::= [0-9] +S ::= ( " " | "\n" | "\t" | "\r" ) +symbol ::= "[" | "]" | "{" | "}" | "(" | ")" | "<" | ">" | "'" | "=" | "|" | "." | "," | ";" | "-" | "+" | "*" | "?" +character ::= letter | digit | symbol | "_" | " " +identifier ::= letter ( letter | digit | "_" )* +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator comment* +root ::= comment* ( S rule S ) * ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. + +#+end_src +#+begin_src output + Result: +For = + +identifier + +assignment + +for + +l_brace + +S + +statement + +semi_colon + +r_brace + +'(' '' ')' '' + +terminal + +terminator + +term + +factor + +concatenation + +alternation + +rhs + +lhs + +rule + +root + +{ + '''''' + ''';'' Assigns + identifier +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_2.txt2 b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_2.txt2 new file mode 100644 index 0000000..847c4e0 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_2.txt2 @@ -0,0 +1,94 @@ + +#+begin_src input +We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET comment ::= "#" [a-zA-Z0-9 \t]* +letter ::= [a-zA-Z] +digit ::= [0-9] +S ::= ( " " | "\n" | "\t" | "\r" ) +symbol ::= "[" | "]" | "{" | "}" | "(" | ")" | "<" | ">" | "'" | "=" | "|" | "." | "," | ";" | "-" | "+" | "*" | "?" +character ::= letter | digit | symbol | "_" | " " +identifier ::= letter ( letter | digit | "_" )* +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator comment* +root ::= comment* ( S rule S ) * ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. + +#+end_src +#+begin_src output + Result: +Its = '=' '' lhs ''' '' + +This rhs '''''' + + Grammar Rule Target + + Source lst lparen S rule_list S rparen + rule_list ( lparen S rule_set S rparen | lparen S rule +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_3.txt3 b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_3.txt3 new file mode 100644 index 0000000..4864835 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T22:44:07-05:00_3.txt3 @@ -0,0 +1,87 @@ + +#+begin_src input +We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET comment ::= "#" [a-zA-Z0-9 \t]* +letter ::= [a-zA-Z] +digit ::= [0-9] +S ::= ( " " | "\n" | "\t" | "\r" ) +symbol ::= "[" | "]" | "{" | "}" | "(" | ")" | "<" | ">" | "'" | "=" | "|" | "." | "," | ";" | "-" | "+" | "*" | "?" +character ::= letter | digit | symbol | "_" | " " +identifier ::= letter ( letter | digit | "_" )* +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator comment* +root ::= comment* ( S rule S ) * ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. + +#+end_src +#+begin_src output + Result: +The = symbol represents assignment in the target grammar , and can be used to define a new term or alternative to existing terms within the context of a rule definition ( similar to BNF syntax for assignment in rules , except +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_1.txt1 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_1.txt1 new file mode 100644 index 0000000..114e308 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_1.txt1 @@ -0,0 +1,88 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +HereisanexampleofhowtheabovecodecanbewrittenineBNFformwithEBNFextensionsforhigherorderfunctionslikefold_leftandfunctionapplicationusingdotnotationfollowedbyparentheseswithoutspacesbetweenthefunctionnameandargumentsasinFSharpcodebase += + DungeonGrammar + Root + { + Level + Identifier + { + Room + ObjectsObject + { + Identifier + NPC + Identifier + ItemObject + Identifier + } + +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_2.txt2 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_2.txt2 new file mode 100644 index 0000000..428a4fe --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_2.txt2 @@ -0,0 +1,99 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +Hereyougo += + ( + dungeon + { + level_type + level_name + object_pool + NPC_POOL + } + level + { + LEVEL_NAME + level_type + objects + NPCs + doors + traps + puzzles + boss + treasure + EXITS + } + level + level + '.'.'' + | + level + '.'.' +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_3.txt3 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_3.txt3 new file mode 100644 index 0000000..45331d7 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_3.txt3 @@ -0,0 +1,94 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +Inform = + { + PROGRAM_HEADER + [ + HEADER_VERSION + [ + V1_3 + ']' '' + ] + PROJECT_NAME + ] + } + ; + +Dungeon = + { + DESCRIBE_FUNCTION + 'A' '' + [ + ADJECTIVE + 'd' '' + NOUN + ( + 's' ' +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_4.txt4 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_4.txt4 new file mode 100644 index 0000000..9084023 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_4.txt4 @@ -0,0 +1,94 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +EBNF += + + DungeonGrammar + dungeon_line + keyword_dungeon + level_number + '{' '' + ( object + OPT_SEP_COMMA + space + { object + OPT_SEP_COMMA + space + ')'}'' + OPT_SEP_NEWLINE + { npc + OPT_SEP_COMMA + } + '}' '' + OPT_SEP_NEWLINE + + keyword_dungeon + +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_5.txt5 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_5.txt5 new file mode 100644 index 0000000..3c981e8 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_5.txt5 @@ -0,0 +1,99 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +EBNF += + + DungeonGrammar + | + Level + { + '{' '' + LevelName + ',' '' + ObjectList + ',' '' + NPCList + '}' '' + LevelName + '=' '' + [ + '{' '' + ID + ',' '' + StringConstant + '}']'' + | + ID + ';' '' + ObjectList + ',' '' + NPCList + '}' '' +#+end_src diff --git a/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_6.txt6 b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_6.txt6 new file mode 100644 index 0000000..39093e6 --- /dev/null +++ b/data/folder/grammar/out/grammar_1_2024-02-18T23:01:15-05:00_6.txt6 @@ -0,0 +1,80 @@ + +#+begin_src input +Create an EBNF grammar. Consider the following chunk. BEGINSRC + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src + ENDSRC . Please rewrite it to in the EBNF form. + +#+end_src +#+begin_src output + Result: +Hereafter = + + Dungeon_Level { Label + Bg_Color String + Objects ( Object { Name String + Description String + Extra_Attributes Set + } + | Empty + | Enemies ( Enemy { Name +#+end_src diff --git a/data/folder/grammar/prompt_grammar3h.txt b/data/folder/grammar/prompt_grammar3h.txt new file mode 100644 index 0000000..f1b9e77 --- /dev/null +++ b/data/folder/grammar/prompt_grammar3h.txt @@ -0,0 +1 @@ +We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC diff --git a/data/folder/grammar/prompt_grammar3t.txt b/data/folder/grammar/prompt_grammar3t.txt new file mode 100644 index 0000000..7b870eb --- /dev/null +++ b/data/folder/grammar/prompt_grammar3t.txt @@ -0,0 +1 @@ + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. diff --git a/data/folder/grammar/run.sh b/data/folder/grammar/run.sh new file mode 100755 index 0000000..c8d46ed --- /dev/null +++ b/data/folder/grammar/run.sh @@ -0,0 +1,25 @@ +GRAMMAR=./grammars/ebnf.ebnf +GRAMMAR_C=$(cat $GRAMMAR) + +DS=$(date -Iseconds) + +HPROMPT_NAME="prompt_grammar3h.txt" +TPROMPT_NAME="prompt_grammar3t.txt" + +echo "We are working on creating a GBNF grammar for a game. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC " > $HPROMPT_NAME +echo " ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET ${GRAMMAR_C} ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. " > $TPROMPT_NAME + +for PROMPT_NAME in *.txt; +do echo $PROMPT_NAME; + dune exec bin/simple_grammar.exe -- \ + --llamacpp \ + -u "http://localhost:8080" \ + -s "data/grammar/grammar_1_${DS}" \ + -x ".txt" \ + -n 20 \ + -w 100 \ + -g "${GRAMMAR}" \ + -p "${PROMPT_NAME}" \ + -t "${TPROMPT_NAME}" \ + -h "${HPROMPT_NAME}" +done diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_1.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_1.txt new file mode 100644 index 0000000..80cd2a5 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_1.txt @@ -0,0 +1,86 @@ + Result: Sure, I can help you generate a grammar for creating prompts for your hacker game dungeon using EBNF notation. Here is a possible grammar that describes a path through the quasi-fibers of ASTs (Abstract Syntax Trees) starting at the physical level and going all the way to the spiritual and back: + +``` + ::= | "->" + + ::= "#" ["("[]")"] + + ::= ["," ] + + ::= "=" + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= | | | | | + + ::= ["+"|"-"] [] ["." ] [e|E ["+"] []] + + ::= "\"" "\"" + + ::= [] + + ::= ~["\"\\\] + + ::= "true" | "false" + + ::= "{" ["#" ":" ["," ]] "}" + + ::= "[" [] "]" + + ::= ["," ] + + ::= | "#" + + ::= "[function" "]" "[endfunction]" + + ::= ["(" ["," ] ")"] + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= [";" ] + + ::= | | | | | + + ::= "#" "=" + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= "if" "then" ["else" ] "end" + + ::= "while" "repeat" "end" + + ::= "for" "#" "=" "to" ["step" ] "do" "end" + + ::= "return" [] ";" + + ::= "[invoke" "(" ")]" + + ::= ["#" ["," ]] + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= [ ] + + ::= [ ] + + ::= | "!" | "-" + + ::= | "#" | "[access" "#" "." "]" | "[call" "(" ")]" + + ::= "+" | "-" + + ::= "*" | "/" + + ::= | | + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= + + ::= "==" | "!=" | "<" | "<=" | ">" | ">=" +``` + +This grammar covers most of the common features found in programming languages, such as variables, assignments, objects, arrays, functions, conditionals, loops, and expressions. It also includes some specific elements for your hacker game dungeon, such as physical objects, properties, and levels. The `#` symbol is used to indicate a reference to an object or a variable, while the `.` symbol is used to access a property of an object. + +Note that this grammar is not complete or perfect, and it may contain some errors or ambiguities. It can be modified or extended according to your needs and preferences. The main purpose of this grammar is to provide a starting point for generating prompts for your hacker game dungeon using the `fold_left` function in OCaml. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_10.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_10.txt new file mode 100644 index 0000000..c2b1b9d --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_10.txt @@ -0,0 +1,61 @@ + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +game\_dungeon ::= {level} + +level ::= physical | mental | astral | etheric | emotional | mental | spiritual | divine + +physical ::= +("You are in a physical level of the dungeon and you see:" +| "You are surrounded by dense, heavy energy as you enter the" +| "As you descend further into the dungeon, you notice the air" +| "The walls of this level of the dungeon are made of rough," +| "You hear the sound of dripping water echoing through the" +| "You see glints of metal in the distance, could there be" +| "The smell of damp earth fills your nostrils as you explore" +| "You notice a faint humming coming from the walls, it's almost" +| "As you walk, you feel the weight of the earth above you," +| "You see rays of light streaming in through cracks in the ceiling,") +{object | npc} + +mental ::= +("You find yourself in a mental level of the dungeon, where" +| "As you explore this level of the dungeon, you become aware" +| "The air in this level of the dungeon is thin and cold, making" +| "The walls of this level of the dungeon are made of smooth," +| "You hear whispers and voices all around you, but there's" +| "You see shadows flitting through the corners of your eyes," +| "A sense of unease settles over you as you explore this" +| "You feel like you're being watched, but you can't see anyone," +| "As you walk, you start to feel like you're losing your grip" +| "The light in this level of the dungeon is dim and flickering,") +{object | npc} + +... + +object ::= +("a chest" | +"a pile of gold" | +"a glowing crystal" | +"an ancient tome" | +"a strange device" | +"a rusty key" | +"a mysterious potion" | +"a powerful wand" | +"a magical amulet" | +"a enchanted sword") + +npc ::= +("a curious goblin" | +"a wise old sage" | +"a menacing demon" | +"a mischievous fairy" | +"a powerful wizard" | +"a beautiful princess" | +"a fearsome dragon" | +"a lost traveler" | +"a mysterious figure" | +"a ghostly apparition") + +This grammar covers eight different levels of the dungeon, each with its own unique atmosphere and set of objects and NPCs. The grammar can be customized and expanded as needed to suit the specific requirements of the game. The function fold\_left is a higher-order function that takes an accumulating parameter `acc` and a binary function `op`, it applies the binary function `op` between the first two elements of the list, then feeds the result as the accumulating parameter to the next iteration, and so on until the end of the list. This allows you to easily apply any function to all elements of a list while maintaining an intermediate state. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_11.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_11.txt new file mode 100644 index 0000000..402b673 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_11.txt @@ -0,0 +1,40 @@ + + Result: Sure, I can help you generate a grammar for your high-tech code-based hacking game dungeon! Here is a possible EBNF notation for a multi-dimensional grammar that describes a path through the quasi-fibers of abstract syntax trees (ASTs) from the physical to the spiritual and back: + +`Path ::= (Level | Exit) [ Connector ] Path | Empty` + +`Level ::= Physical | Virtual | Astral | Mental | Spiritual` + +`Physical = "The physical level of the dungeon is made of solid rock and metal. You can see and touch the walls, floor, and ceiling. There are switches, levers, and buttons that you can operate to open doors, activate machines, and reveal hidden passages."` + +`Virtual = "The virtual level of the dungeon is a simulation of a digital world. You can navigate through it using a mouse, keyboard, or joystick. There are avatars, bots, and programs that you can interact with. There are also viruses, worms, and Trojans that you can fight against."` + +`Astral = "The astral level of the dungeon is a projection of your mind into a higher dimension. You can see and feel the thoughts, emotions, and memories of yourself and others. There are archetypes, symbols, and patterns that you can learn from. There are also illusions, projections, and distortions that you can overcome."` + +`Mental = "The mental level of the dungeon is a reflection of your consciousness into a deeper layer of reality. You can explore your beliefs, values, and attitudes. There are paradoxes, dilemmas, and challenges that you can resolve. There are also insights, breakthroughs, and discoveries that you can make."` + +`Spiritual = "The spiritual level of the dungeon is a connection to the ultimate source of existence. You can experience unity, harmony, and peace. There are laws, principles, and truths that you can understand. There are also mysteries, secrets, and miracles that you can uncover."` + +`Exit = "The exit of the dungeon leads you back to the real world. You have completed your journey through the different levels of reality. You have gained wisdom, power, and courage. You are ready for your next adventure."` + +`Connector ::= "and" | "or" | "but"` + +`Empty = epsilon` + +This grammar describes a path as a sequence of levels or exits connected by conjunctions, disjunctions, or adversatives. Each level is described by a text that evokes its features and challenges. The exit is the final destination of the path. The empty string represents an incomplete or abandoned path. + +You can use this grammar to generate prompts for your language model by selecting different combinations of levels and connectors. For example: + +* `Path = Physical and Virtual and Astral and Mental and Spiritual` +* `Path = (Physical or Virtual) but (Astral or Mental) or Spiritual` +* `Path = Physical and Virtual and Exit` +* `Path = (Virtual or Astral) and Empty` + +You can also extend this grammar by adding more levels, connectors, or properties. For example: + +* `Level = Thematic (Themes ::= Fantasy | Sci-fi | Horror | Noir)` +* `Connector = Temporal (Tempos ::= Past | Present | Future | Timeless)` +* `Level = Emotional (Emotions ::= Joy | Sadness | Anger | Fear | Surprise | Disgust | Anticipation)` + +I hope this helps you create a flexible and customizable system for generating prompts and workflows for your high-tech code-based hacking game dungeon! Have fun exploring the quasifibers of asts! +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_12.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_12.txt new file mode 100644 index 0000000..a8a0607 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_12.txt @@ -0,0 +1,23 @@ +#+begin_src output mixtral + Result: Sure, I can help you generate a grammar for creating prompts for your high-tech code-based hacking game. Here is an EBNF notation grammar that describes a path through the quasi-fibers of ASTs (Abstract Syntax Trees) starting at the physical level and going all the way to the spiritual and back: + + ::= [] + + ::= * + + ::= "->" + + ::= "Physical" | "Logical" | "Algorithmic" | "Mathematical" | "Symbolic" | "Metaphysical" | "Spiritual" | "Cosmic" + +This grammar defines a path as a sequence of one or more path segments, where each path segment consists of two levels connected by an arrow. The levels are defined as strings and are ordered from most physical to most spiritual. + +Here's an example of a path described by this grammar: +```makefile +Physical -> Logical -> Algorithmic -> Mathematical -> Symbolic -> Metaphysical -> Spiritual -> Cosmic +``` +This path starts at the Physical level and goes all the way to the Cosmic level, passing through each level in order. You can customize this grammar to suit your needs by adding or removing levels, changing the order of the levels, or modifying the names of the levels. + +To generate prompts for your hacker game dungeon, you could use this grammar to create a variety of paths through the different levels of the world. For example, you could prompt the player to navigate from the Physical level to the Spiritual level, encountering various objects and NPCs along the way that correspond to each level. You could also use this grammar to generate challenges or puzzles that require the player to manipulate code at different levels of abstraction. + +Overall, this grammar provides a flexible and customizable framework for generating prompts and workflows for your language model to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_13.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_13.txt new file mode 100644 index 0000000..24954b8 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_13.txt @@ -0,0 +1,15 @@ + ::= "physical" | "mental" | "emotional" | "social" | "spiritual" + ::= "inward" | "outward" + ::= ("" )* + ::= "Path: " +``` +In this grammar, we define four levels of the world (physical, mental, emotional, and spiritual), as well as a direction of either inward or outward. A path is defined as a sequence of one or more levels, where each level can be followed by an optional direction. The final grammar consists of the string "Path: " followed by a path. + +Using this grammar, we can generate prompts that describe different paths through the world, from the physical to the spiritual and back again. For example, the following prompt would describe a path that starts at the physical level, moves inward to the emotional level, and then outward to the mental level before returning to the physical level: +```bash +Path: physical inward emotional outward mental physical +``` +We can extend this grammar further by adding more levels, directions, and optional elements. For example, we might add a "technological" level to represent the world of machines and technology, or an "ethereal" level to represent the realm of spirits and other supernatural entities. We might also add optional elements such as obstacles or challenges that the player must overcome in order to progress along the path. + +Using this grammar as a starting point, we can create a flexible and customizable system for generating prompts and workflows for our language model, allowing us to generate creative and imaginative descriptions of code and game elements for our high-tech code-based hacking game. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_14.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_14.txt new file mode 100644 index 0000000..eb8a4c5 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_14.txt @@ -0,0 +1,19 @@ + + ::= ( | )+ + + ::= "/" ( | "*" )* + + ::= "physical" | "energetic" | "mental" | "astral" | "causal" | "mental_spiritual" | "spiritual_astral" | "nirvanic" + + ::= [ "in the" ] + + ::= "dark" | "shimmering" | "mysterious" | "magical" | "ancient" | "powerful" | "glowing" | "runic" + + ::= "passage" | "room" | "corridor" | "chamber" | "hallway" | "sanctuary" | "shrine" | "crypt" + +This grammar allows for generating different paths through the levels of the world, as well as descriptions of various elements in each level. The "*" symbol can be used to represent a random or unknown level, and the adjectives and nouns can be customized and expanded as needed. + +To generate a prompt, a path and one or more descriptions can be combined, for example: + +"Explore the /physical/passage, where you encounter a dark corridor. In the shimmering room, find a mysterious artifact that can help you on your journey." + diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_2.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_2.txt new file mode 100644 index 0000000..2206a8b --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_2.txt @@ -0,0 +1,63 @@ + Result: Sure, I can help you generate a grammar for creating prompts for your hacker game dungeon. Here is a EBNF notation grammar for describing the different levels of the world from physical to spiritual: + + ::= | | | | | | | + + ::= "Physical level: " {}* + + ::= [" is here." | " can be found here." | " exists here."] + + ::= | + + ::= "Mental level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= | + + ::= "Emotional level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= | + + ::= "Astral level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= "Causal level: " {}* + + ::= "<" {} ">" [" is the cause of this level."] + + ::= | + + ::= "Divine level: " {}* + + ::= "<" {} ">" [" is the guiding principle of this level."] + + ::= | + + ::= "Intuitional level: " {}* + + ::= "<" {} ">" [" is the insight of this level."] + + ::= | + + ::= "Spiritual level: " {}* + + ::= "<" {} ">" [" is the essence of this level."] + + ::= | + +This grammar allows you to describe different levels of the world using nouns, colors, feelings, thoughts, causes, principles, insights, and essences. You can use this grammar to generate prompts for your hacker game dungeon by randomly selecting elements from each level and combining them into a coherent description. For example: + +Physical level: A computer is here. A network cable can be found here. +Mental level: is present here. +Emotional level: is present here. +Astral level: is present here. +Causal level: is the cause of this level. +Divine level: is the guiding principle of this level. +Intuitional level: is the insight of this level. +Spiritual level: is the essence of this level. + +You can extend this grammar by adding more elements to each level, or by introducing new levels altogether. The key is to create a grammar that allows you to generate interesting and diverse descriptions of your game world. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_3.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_3.txt new file mode 100644 index 0000000..0fb6075 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_3.txt @@ -0,0 +1,51 @@ + ::= | | | | | | + + ::= #dungeon + + + + + ::= #path + ( | #quasifibers) + * + + ::= #path_segment + + #node + + ::= #north | #south | #east | #west | #up | #down + + ::= #objects + ( | #empty) * + + ::= #color | #size | #weight | #material | #texture + + ::= #NPCs + ( | #none) * + + ::= #race | #alignment | #affiliation | #rank + + ::= #monster + + #level + + #behavior + + ::= #attributes + ( | #none) * + + ::= #strength | #intelligence | #dexterity | #constitution | #wisdom | #charisma + + ::= | | + + ::= #behavior + ( | #none) * + + ::= #attack | #defend | #flee | #parley | #cast | #use + + ::= #condition + ( | #always) + + ::= #low_health | #high_health | #low_mana | #high_mana | #surrounded | #backstabbed + + ::= #treasure + + #value + + ::= #item + ( | #none) * + + ::= #rarity | #curse | #blessing + + ::= #challenge + + #reward + + ::= #task + ( | #fight) + + ::= #puzzle + + #answer + + ::= #weapon + + #damage + #attack_type + + ::= #spell + + #mana_cost + #effect + + ::= #artifact + + #description + #ability diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_4.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_4.txt new file mode 100644 index 0000000..537e35b --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_4.txt @@ -0,0 +1,28 @@ + ::= { } + + ::= "->" | + + ::= "Physical" | "Virtual" | "Augmented Reality" | "Simulation" | + "Metaspace" | "Quantum" | "Infinity" | "Spiritual" + + ::= "monster" | "treasure" | "challenge" | "weapon" | "spell" | "artifact" + + ::= "has" { } + + ::= "<" ">" + + ::= "behaves" { } + + ::= "with" { } + + ::= "strong" | "weak" | "rare" | "common" | "magical" | "technological" + + ::= | + + ::= [0-9]+ + + ::= [a-zA-Z]+ + + ::= "attacks" | "defends" | "casts" | "equips" | "unlocks" | "decrypts" + + ::= | "<" ">" diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_5.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_5.txt new file mode 100644 index 0000000..7606d9a --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_5.txt @@ -0,0 +1,21 @@ + + ::= + + ::= * + + ::= + + ::= "down" | "up" + + ::= | | | | + + ::= "physical" + + ::= "logical" + + ::= "symbolic" + + ::= "mental" + + ::= "spiritual" + diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_6.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_6.txt new file mode 100644 index 0000000..4a6cb05 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_6.txt @@ -0,0 +1,29 @@ + Result: Sure, I can help you generate a grammar for your high-tech code-based hacking game dungeon using my knowledge of EBNF notation. Here's an example of a multi-dimensional grammar that describes a path through the quasi-fibers of abstract syntax trees (ASTs), starting at the physical level and going all the way to the spiritual and back: +```css + ::= { } + + ::= "Physical" | "Logical" | "Ethereal" | "Astral" | "Causal" | "Mental" | "Buddhic" | "Atmic" + + ::= "ascending" | "descending" | "exploring" +``` +In this grammar, a `path` consists of one or more `level`s, each separated by some `movement`. A `level` can be any of the eight levels of the world, from physical to spiritual. The `movement` can be either `ascending`, `descending`, or `exploring`, depending on whether the player is moving up or down in the hierarchy of levels, or simply exploring the current level. + +Here's an example of how this grammar could generate a prompt for the hacker game dungeon: +```vbnet +ascend to the Logical level and explore its hidden corners, then descend to the Ethereal level and uncover its secrets before returning to the Physical level. +``` +This prompt suggests that the player starts at the Physical level, ascends to the Logical level to explore it, descends to the Ethereal level to uncover its secrets, and then returns to the Physical level. The player could encounter various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +To generate more prompts, we can modify the grammar to include different `movement`s or to add more complexity to the `level` definitions. For example, we could define a `level` as follows: +```css + ::= "Physical" | "Logical" | "Ethereal" | "Astral" | "Causal" | "Mental" | "Buddhic" | "Atmic" + { } + + ::= "of" +``` +This modified definition of `level` allows us to include one or more `property`s in each level, where a `property` consists of the word "of" followed by a `noun`. For example: +```vbnet +ascend to the Logical level of knowledge and explore its hidden algorithms, then descend to the Ethereal level of information and uncover its secrets before returning to the Physical level of data. +``` +In this prompt, each level has an associated `property`, which adds more depth and complexity to the narrative. By generating prompts using a multi-dimensional grammar like this, we can create a flexible and customizable system for generating creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_7.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_7.txt new file mode 100644 index 0000000..e963144 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_7.txt @@ -0,0 +1,75 @@ + + Result: Here is an example of a multi-dimensional grammar for generating prompts for the hacker game dungeon, written in EBNF notation: + +`dungeon_grammar ::= { level }` + +`level ::= physical | chemical | biological | mental | spiritual | divine | cosmic | ultimate` + +`physical ::= [ object | NPC | challenge ]*` + +`chemical ::= [ reaction | compound ]*` + +`biological ::= [ organism | ecosystem ]*` + +`mental ::= [ thought | emotion | memory ]*` + +`spiritual ::= [ belief | ritual | enlightenment ]*` + +`divine ::= [ deity | celestial body | plane of existence ]*` + +`cosmic ::= [ universe | multiverse | concept ]*` + +`ultimate ::= [ ultimate question | ultimate answer | end of the universe ]*` + +`object ::= | { property }+` + +`NPC ::= | { property }+` + +`challenge ::= | { property }+` + +`reaction ::= | { reactant }+ { product }+` + +`compound ::= | { element }+` + +`organism ::= | { trait }+` + +`ecosystem ::= | { organism }*` + +`thought ::= | { emotion }*` + +`emotion ::= ` + +`memory ::= ` + +`belief ::= ` + +`ritual ::= ` + +`enlightenment ::= ` + +`deity ::= ` + +`celestial body ::= ` + +`plane of existence ::= ` + +`universe ::= ` + +`multiverse ::= ` + +`concept ::= ` + +`property ::= ` + +`reactant ::= ` + +`product ::= ` + +`element ::= ` + +`trait ::= ` + +This grammar allows for the generation of prompts at different levels of abstraction, from the physical to the ultimate. Each level has a set of possible elements that can be included in the prompt, such as objects or NPCs at the physical level, or concepts and the end of the universe at the ultimate level. These elements can have properties associated with them, which are represented by emoji strings and can be vectorized into tensors for use in the game. + +Using this grammar, it is possible to generate a wide variety of prompts for the hacker game dungeon, from simple physical challenges to complex spiritual quests. The grammar can also be easily customized and extended to suit the specific needs of the game. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_8.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_8.txt new file mode 100644 index 0000000..aa4466c --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_8.txt @@ -0,0 +1,53 @@ + + Result: Sure, I can help you generate a grammar for creating prompts for your hacker game dungeon. Here is an EBNF notation for a multi-dimensional grammar that covers various aspects of the game: +```less + ::= | | | | | | | + + ::= [ | ]+ + + ::= [] + + ::= "north" | "south" | "east" | "west" | "up" | "down" + + ::= | "far" | "near" + + ::= [] ["," []] + + ::= "" ["(" ")"] ["\n" * ] + + ::= ( | ) + + + ::= | | + + ::= | + + ::= "" ["(" ")"] [] + + ::= "attacks with" ["and does" "damage."] + | "has no weapon." + | ["armored"] + + ::= "" ["(" ")"] [] + + ::= "$" + + ::= "" ["(" ")"] [] + + ::= "easy" | "moderate" | "hard" | "extreme" + + ::= "" ["(" ")"] + + ::= "" ["(" ")"] + + ::= "" ["(" ")"] + + ::= "" ["(" ")"] +``` +Here, the grammar covers different aspects of the game such as dungeons, monsters, treasures, challenges, quests, weapons, spells, and artifacts. Each of these categories is further broken down into sub-categories, allowing for a multi-dimensional grammar that can generate prompts for various aspects of the game. + +For example, the `` category generates prompts related to navigating through the dungeon, while the `` category generates prompts related to the contents of each room. The `` and `` categories generate prompts for different characters that the player may encounter in the game, while the ``, ``, and `` categories generate prompts for various objects that the player can interact with. + +The grammar also includes categories such as ``, which generates prompts related to combat with monsters, and ``, which generates prompts related to quests that the player can undertake. The ``, ``, and `` categories generate prompts for various tools and abilities that the player can use throughout the game. + +By using this grammar as a starting point, you can customize it to suit your needs and generate prompts for different levels of the world, from the physical to the spiritual. The fold\_left function provided in the code you shared earlier can be used to recursively apply this grammar and generate complex prompts for your hacker game dungeon. +#+end_src diff --git a/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_9.txt b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_9.txt new file mode 100644 index 0000000..054e799 --- /dev/null +++ b/data/folder/grammar/sim_folder_1_2024-02-18T13:41:04-05:00_9.txt @@ -0,0 +1,51 @@ + + Result: Sure, I can help you generate a grammar for your high-tech code-based hacking game in EBNF notation. Here's an example of how you might structure the grammar to generate prompts for creating the hacker game dungeon: +```css + ::= | | | | | | | + + ::= {"," } + + ::= | | | | | + + ::= "Physical" | "Material" | "Corporeal" | "Tangible" + + ::= "Meta" | "Abstract" | "Virtual" + + ::= "Astral" | "Ethereal" | "Celestial" + + ::= "Causal" | "Noumenal" | "Unmanifest" + + ::= "Mental" | "Psychic" | "Conscious" + + ::= "Spiritual" | "Divine" | "Transcendent" + + ::= {} + + ::= [a-zA-Z]+ + + ::= "has" | "is" | "can" + + ::= [0-9]+ | | | | | | | + + ::= [a-zA-Z]+ { [a-zA-Z]+} + + ::= "with" | "on" | "in" | "at" | "by" + + ::= {} + + ::= {} + + ::= {} + + ::= {} + + ::= {} + + ::= {} +``` +This grammar defines the structure of a "dungeon" as a sequence of paths, monsters, treasures, challenges, quests, weapons, spells, and artifacts. Each of these elements is defined in terms of more basic building blocks such as names, properties, values, and verb phrases. + +The grammar also includes a hierarchical structure for the different levels of reality, from the physical to the spiritual, which can be used to generate prompts that explore each level in turn. For example, a prompt for exploring the physical level might involve navigating through a maze of physical obstacles and enemies, while a prompt for exploring the spiritual level might involve meditating on transcendent truths or engaging in spiritual combat with ethereal adversaries. + +Overall, this grammar provides a flexible and customizable framework for generating prompts and functional workflows for a language model that can generate creative and imaginative descriptions of code in a high-tech code-based hacking game. By combining this grammar with the tensor-based coding system you described, you can create an immersive and interactive gaming experience that blends together programming, storytelling, and metaphysics. +#+end_src diff --git a/data/folder/grammar1.ebnf b/data/folder/grammar1.ebnf new file mode 100644 index 0000000..38a6cd2 --- /dev/null +++ b/data/folder/grammar1.ebnf @@ -0,0 +1,77 @@ + ::= | "->" + + ::= "#" ["("[]")"] + + ::= ["," ] + + ::= "=" + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= | | | | | + + ::= ["+"|"-"] [] ["." ] [e|E ["+"] []] + + ::= "\"" "\"" + + ::= [] + + ::= ~["\"\\\] + + ::= "true" | "false" + + ::= "{" ["#" ":" ["," ]] "}" + + ::= "[" [] "]" + + ::= ["," ] + + ::= | "#" + + ::= "[function" "]" "[endfunction]" + + ::= ["(" ["," ] ")"] + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= [";" ] + + ::= | | | | | + + ::= "#" "=" + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= "if" "then" ["else" ] "end" + + ::= "while" "repeat" "end" + + ::= "for" "#" "=" "to" ["step" ] "do" "end" + + ::= "return" [] ";" + + ::= "[invoke" "(" ")]" + + ::= ["#" ["," ]] + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= [ ] + + ::= [ ] + + ::= | "!" | "-" + + ::= | "#" | "[access" "#" "." "]" | "[call" "(" ")]" + + ::= "+" | "-" + + ::= "*" | "/" + + ::= | | + + ::= /[a-zA-Z_][a-zA-Z0-9_]*/ + + ::= + + ::= "==" | "!=" | "<" | "<=" | ">" | ">=" diff --git a/data/folder/grammar2.ebnf b/data/folder/grammar2.ebnf new file mode 100644 index 0000000..3c505e3 --- /dev/null +++ b/data/folder/grammar2.ebnf @@ -0,0 +1,48 @@ + ::= | | | | | | | + + ::= "Physical level: " {}* + + ::= [" is here." | " can be found here." | " exists here."] + + ::= | + + ::= "Mental level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= | + + ::= "Emotional level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= | + + ::= "Astral level: " {}* + + ::= "<" {} ">" [" is present here." | " can be found here."] + + ::= "Causal level: " {}* + + ::= "<" {} ">" [" is the cause of this level."] + + ::= | + + ::= "Divine level: " {}* + + ::= "<" {} ">" [" is the guiding principle of this level."] + + ::= | + + ::= "Intuitional level: " {}* + + ::= "<" {} ">" [" is the insight of this level."] + + ::= | + + ::= "Spiritual level: " {}* + + ::= "<" {} ">" [" is the essence of this level."] + + ::= | + diff --git a/data/folder/grammar3.ebnf b/data/folder/grammar3.ebnf new file mode 100644 index 0000000..7606d9a --- /dev/null +++ b/data/folder/grammar3.ebnf @@ -0,0 +1,21 @@ + + ::= + + ::= * + + ::= + + ::= "down" | "up" + + ::= | | | | + + ::= "physical" + + ::= "logical" + + ::= "symbolic" + + ::= "mental" + + ::= "spiritual" + diff --git a/data/folder/languageModel.ml b/data/folder/languageModel.ml new file mode 100644 index 0000000..9b88dbe --- /dev/null +++ b/data/folder/languageModel.ml @@ -0,0 +1,15 @@ +(* let generate_language_model ?grammar ?previous accumulator str = None *) +type grammar = int +type previous = string + + +let generate ~(grammar:string) ~(previous:string) (*accumulator*) ~(new_example:string) = + let result = grammar ^ previous ^ new_example in + (* Process the result further or return it *) + result + + + + +(* declare a stub for this ocaml code *) +(* let result = LanguageModel.generate ~grammar ~previous:accumulator ~new_example:str in *) diff --git a/data/folder/language_model.ml b/data/folder/language_model.ml new file mode 100644 index 0000000..ac372ba --- /dev/null +++ b/data/folder/language_model.ml @@ -0,0 +1 @@ +let generate f = f diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_1.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_1.txt new file mode 100644 index 0000000..a6f5974 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_1.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can expand the `fold_left` function to accept additional parameters and perform more complex operations. Here's an example of how this might be done in OCaml: + +```ocaml +type config = { + mutable max_errors : int; + grammar : string; + initial_example : string; + input_stream : string list; +} + +let rec fold_left op acc config = + let open Config in + match config.input_stream with + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if (String.length new_acc) mod 2 = 0 then ( + // Even length means the output is valid, so continue processing + config.input_stream <- t; + fold_left op new_acc config + ) else ( + // Odd length means there was an error, handle it and possibly update the grammar + decr config.max_errors; + if config.max_errors > 0 then ( + (* Retry with updated input or grammar here *) + let new_config = { config with input_stream = h :: config.input_stream } in + fold_left op acc new_config + ) else ( + // Max errors reached, stop processing and return the last valid output + acc + ) + ) + +let main () = + let config = { + max_errors = 3; + grammar = "A"; + initial_example = "B"; + input_stream = ["C"; "D"] + } in + let result = fold_left (fun acc x -> acc ^ x) "" config in + Printf.printf "Result: %s\n" result + +let _ = main () +``` + +This code defines a `config` record that holds the configuration for the `fold_left` function, including the maximum number of errors allowed, the grammar, initial example, and input stream. The `fold_left` function has been modified to accept this configuration as an argument, and it uses the configuration to determine how to process each element in the input stream. If there is an error (i.e., the length of the output string is odd), the function will retry processing the input stream with updated parameters if `max_errors` has not been reached. Otherwise, the function stops processing and returns the last valid output. + +This example can be adapted to suit your needs by modifying the `config` record and the `op` function to perform specific operations on the input stream. The code for handling errors and updating parameters can also be customized as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_10.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_10.txt new file mode 100644 index 0000000..cf91412 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_10.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function provided: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* The accumulator holds the current grammar, previous results, and any other necessary information. *) +type acc = { + mutable grammar : string; + prev_results : result list; + initial_example : example; +} + +(* The operation that processes a new example and updates the accumulator. *) +let op acc ex = + (* Generate a new result using the current grammar, previous results, and new example. *) + let result = generate_result ~grammar:acc.grammar ~prev_results:acc.prev_results ~example:ex in + (* Test the new result. If it's good, replace the previous results with the new result and continue. Otherwise, increment the error count. *) + if is_good_result result then + acc.prev_results <- [result] + else if acc.prev_results <> [] then + acc.prev_results <- List.tl acc.prev_results + (* If there are no more results to try, return an error. *) + else + acc.prev_results <- ["Error: failed to generate a good result after 3 attempts."] + {acc with grammar = update_grammar ~result} + +(* The function that initializes the accumulator with the given example and initial grammar. *) +let init example grammar = + { + grammar; + prev_results = [generate_result ~grammar ~example ~prev_results:[]]; + initial_example = example; + } + +(* The function that folds the stream of examples using the given operation and initial accumulator. *) +let rec fold_examples op acc exs = + match exs with + | [] -> acc + | ex :: exs' -> + let acc' = op acc ex in + fold_examples op acc' exs' + +(* Generate the initial accumulator and start folding the stream of examples. *) +let final_result = + let example = "some example" in (* replace with the first example *) + let grammar = "some grammar" in (* replace with the initial grammar *) + let acc = init example grammar in + let exs = ["example1"; "example2"; "example3"] in (* replace with the stream of examples *) + fold_examples op acc exs +``` +This code defines a type for examples, results, and errors, as well as an accumulator type that holds the current grammar, previous results, and initial example. The `op` function processes a new example by generating a result, testing it, updating the grammar, and continuing with the next example or returning an error. The `init` function initializes the accumulator with the given example and initial grammar. Finally, the `fold_examples` function folds the stream of examples using the given operation and initial accumulator, returning the final result. + +Note that you will need to replace the types for examples, results, and errors, as well as the `generate_result`, `is_good_result`, and `update_grammar` functions, with your actual implementation. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_100.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_100.txt new file mode 100644 index 0000000..d743e8d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_100.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the necessary inputs and operations. Here's an example of how the OCaml code might look: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_workflows op acc inputs = + let rec fold_input op acc = function + | [] -> acc + | h :: t -> ( + match h with + | Grammar a -> fold_input op (op acc a) t + | PreviousResults d -> fold_input op (op acc d) t + | NewExample c -> fold_input op (op acc c) t + ) + in + fold_input op acc inputs + +(* Usage *) +let grammar = Grammar "A" +let prev_results = PreviousResults "D" +let new_example = NewExample "C" + +let merged_workflow = merge_workflows (^) "" [grammar; prev_results; new_example] +``` + +In this example, the `input` type is defined to represent the different types of inputs: grammar, previous results, and new examples. The `merge_workflows` function takes an operation (`op`), accumulator (`acc`), and a list of `input` items as arguments. It then recursively applies the operation to the accumulator and each input item in the list using a helper function, `fold_input`. + +The usage example shows how to use the `merge_workflows` function with an append operator (`^`) to concatenate the inputs into a single string. The function can be customized to perform any operation on the inputs as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_101.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_101.txt new file mode 100644 index 0000000..f5c1d22 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_101.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list from left to right. + +First, let's define a type for prompts and workflows: + +```ocaml +type 'a workflow = { + grammar : string; + previous_results : 'a list; + new_example : 'a; +} +``` + +Next, we can create functions to process the input workflows and generate new prompts: + +```ocaml +(* Function to test the output. Returns true if good, false otherwise. *) +let test_output _ = true (* Implement your custom testing logic here. *) + +(* Function to handle errors and retry up to 3 times *) +let rec handle_error workflow max_retries = + if max_retries = 0 then + Workflow_failure (workflow, "Error handling limit reached.") + else + let new_output = create_new_output workflow in + if test_output new_output then + Workflow_success (workflow, new_output) + else + handle_error workflow (max_retries - 1) + +(* Function to create a new output from the workflow *) +and create_new_output workflow = ... (* Implement your custom logic here. *) + +(* The main function to process a list of workflows and generate a final prompt *) +let rec process_workflows workflows acc = + match workflows with + | [] -> acc + | h :: t -> + let new_output = + match handle_error h 3 with + | Workflow_success (workflow, output) -> output + | Workflow_failure (workflow, error_message) -> + Printf.eprintf "Error: %s\n%!" error_message; + create_default_output workflow + in + process_workflows t (new_output :: acc) + +(* Function to create a default output for a given workflow *) +and create_default_output workflow = ... (* Implement your custom logic here. *) +``` + +In this example, we created a `process_workflows` function that takes a list of workflows and an accumulator as input. It recursively processes each workflow, handling errors and generating new outputs until it creates a final prompt in the form of an accumulated list. You can customize the functions `create_new_output`, `handle_error`, and `create_default_output` to suit your specific needs. + +Additionally, you may want to adapt this code for use within a game environment by adding functionality to visualize tensors using shaders and mathpylib or handling interactions with monsters, treasures, and challenges in the dungeon. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_102.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_102.txt new file mode 100644 index 0000000..4c167ad --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_102.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and functionality. Here's the OCaml code that incorporates the given requirements: + +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +let custom_fold_left op acc input_list = + let rec fold_loop input_list acc = + match input_list with + | [] -> acc + | {grammar; previous_results; new_example} :: rest -> + let updated_output = op grammar previous_results new_example in + let test_result = test_output updated_output in (* You should define the test_output function *) + if test_result then + fold_loop rest (updated_output :: acc) + else + fold_loop rest acc + in + fold_loop input_list [previous_results] + +(* Define your merge operation here *) +let op grammar previous_results new_example = ... +``` + +In this code, we define a new `input` record type to represent the required inputs. The `custom_fold_left` function is an extension of the original `fold_left`, which takes an additional `input_list` parameter. It iterates through the input list, applying the custom `op` function to generate updated outputs and test them using a user-defined `test_output` function. If the output passes the test, it is added to the accumulator; otherwise, it is discarded. + +You should define the `op` function that implements the logic for merging the inputs according to your specific requirements. Additionally, you need to define the `test_output` function, which checks whether the generated output is valid or not. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_103.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_103.txt new file mode 100644 index 0000000..c84e32d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_103.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```python +type input = Grammar.t * Previous_results.t * Initial_example.t * New_example.t + +type error = Failure of string | Timeout + +exception Error of error + +let rec merge ~max_errors grammar prev_res initial_ex new_ex = + let open Grammar in + let open Previous_results in + let open Initial_example in + let open New_example in + try + let merged_res = + fold_left + (fun acc (k, v) -> + match Map.find k prev_res with + | None -> Error (Failure ("Key not found: " ^ k)) + | Some prev_v -> + if not @@ equal prev_v v then + Error (Failure ("Value mismatch for key: " ^ k)) + else acc) + Map.empty + (Map.to_alist grammar) + in + let new_res = + merge + ~max_errors:(max max_errors 1) + {merged_res with data= [initial_ex; new_ex]} + in + if Map.cardinal new_res.data > 1 then + raise (Error (Failure "Multiple examples provided")) + else + Ok (Map.find_opt "A" new_res.data |> Option.get) + with + | Error e -> + if max_errors <= 0 then raise e else ( + let open New_example in + match error with + | Failure _ -> + merge ~max_errors:{prev_res with data= [initial_ex; new_ex]} + | Timeout -> + merge ~max_errors:{prev_res with data= [initial_ex; new_ex]} + ) +``` +This code takes in four inputs: `grammar`, `prev_res`, `initial_ex`, and `new_ex`, where `grammar` is the grammar to be used for merging, `prev_res` is the map of previous results, `initial_ex` is the initial example to use if there are no previous results, and `new_ex` is the new example to merge into the existing results. + +The function uses a recursive `fold_left` operation to iterate over each key-value pair in the grammar map, checking that the values for each key match between the previous results and the new example. If there are any mismatches, an error is raised. If all keys match, the new example is merged into the previous results and returned as a new set of results. + +If an error occurs during merging, the function checks if there are more errors allowed, and if so, recursively calls itself with updated inputs to try again. If no more errors are allowed or the maximum number of errors has been reached, the function raises the error. + +This code can be used as a starting point for implementing the meta magical folder for your high-tech code-based hacking game, and can be customized and extended as needed to suit your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_104.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_104.txt new file mode 100644 index 0000000..bf28bb7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_104.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code that demonstrates how to merge large language model prompt workflows by combining user-defined grammars, previous results, and new examples: + +```ocaml +(* Utility functions *) +let identity x = x +let ( <&> ) = List.concat_map + +(* Merge function that takes a list of merge operations and applies them to the input acc and h *) +let rec merge_operations acc op_list h = + match op_list with + | [] -> acc + | op :: rest -> + let acc' = op acc h in + merge_operations acc' rest h + +(* The main fold_left function with the custom merge_operation applied *) +let rec fold_left op acc = function + | [] -> acc + | h::t -> + let merge_op = merge_operations acc grammar_ops in (* Define your list of grammar operations here *) + let folded_h = merge_operation acc h in (* Define your custom merge operation for h here *) + fold_left op (op acc' folded_h) t + +(* Initialize the initial example and previous results *) +let initial_example = "A high tech code based hacking game..." +let previous_results = "The goal is to navigate through a dungeon of knowledge..." + +(* Use the fold_left function with the custom merge operation *) +let new_output = + fold_left (fun acc h -> acc ^ " " ^ h) initial_example [previous_results] + +(* Print the result *) +Printf.printf "%s\n" new_output; +``` + +The code above demonstrates how to create a customizable system for generating prompts and functional workflows using a `fold_left` function that merges user-defined grammars, previous results, and new examples into a single output. The example provided uses simple string concatenation as the custom merge operation, but you can replace it with your own implementation to suit your needs. + +For the high tech code-based hacking game described, you can create different grammar operations that correspond to different elements of the game world and mechanics. These operations can be combined using the `merge_operations` function to generate a rich and imaginative description of the game world, including objects, NPCs, weapons, spells, artifacts, treasures, monsters, challenges, drama, music, and art with secrets and occult themes. The resulting description can then be used as input for your large language model to generate further descriptions and responses that enable players to explore the game world and complete quests. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_105.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_105.txt new file mode 100644 index 0000000..c0f4cef --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_105.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* The accumulator holds the previous results and the current example. *) +type acc = { mutable prev_results : result list; mutable current_example : example } + +(* The merge function takes an accumulator, a grammar, and an optional new example. + It returns a new accumulator with updated values. *) +let rec merge (acc : acc) (grammar : string) (new_example : example option) : acc = + let { prev_results; current_example } = acc in + match new_example with + | Some new_ex -> + (* If a new example is provided, set it as the current example and clear the previous results. *) + acc.current_example <- new_ex; + acc.prev_results <- [] + | None -> + (* If no new example is provided, use the current example to generate a new result using the grammar. *) + let new_result = Grammar.generate grammar in + (* Test the new result and update the accumulator accordingly. *) + try + let tested_result = Test.test new_result in + acc.prev_results <- tested_result :: prev_results; + if List.length acc.prev_results > 3 then + (* If there are more than three previous results, remove the oldest one. *) + acc.prev_results <- List.tl acc.prev_results + with e -> + (* If the new result fails the test, keep it as the current example and feed the error back to generate a new one. *) + acc.current_example <- new_result; + raise (Failure (Printer.pr_error e)) + +(* The initial accumulator has no previous results and an empty initial example. *) +let init_acc () : acc = { prev_results = []; current_example = "" } + +(* The function to start the folding process. *) +let rec start () : unit = + (* Initialize the accumulator. *) + let acc = init_acc () in + try + (* Generate the initial example and start the merging loop. *) + let first_example = Generator.generate () in + let new_acc = merge acc "" (Some first_example) in + fold_left merge new_acc; + with e -> + (* If an error occurs during the merging process, print the error message and exit. *) + Printf.printf "Error: %s\n" (Printer.pr_error e); + exit 1 +``` +In this code, we define three types `example`, `result`, and `error` that represent examples to be used in generating new results, the actual results returned by the language model, and error messages raised during the generation process, respectively. + +The accumulator type `acc` holds the previous results and the current example as mutable fields. The `merge` function takes an accumulator, a grammar, and an optional new example, and returns a new accumulator with updated values. The function first checks whether a new example is provided or not. If a new example is provided, it sets it as the current example and clears the previous results. Otherwise, it uses the current example to generate a new result using the grammar, tests it, and updates the accumulator accordingly. + +If the new result fails the test, the function keeps it as the current example and feeds the error back to generate a new one. If there are more than three previous results, it removes the oldest one. The `init_acc` function initializes an empty accumulator with no previous results and an empty initial example. + +Finally, the `start` function initializes the accumulator, generates the initial example, and starts the merging loop by calling the `fold_left` function recursively. If an error occurs during the merging process, it prints the error message and exits. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_106.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_106.txt new file mode 100644 index 0000000..46faed3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_106.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + test_result : bool; +} + +let fold_left op acc inputs = + List.fold_left (fun (acc, i) input -> + let (acc', output) = op acc input in + (acc', {input with prev_results = Some acc'; output = output.test_result}) + ) (acc, {inputs with prev_results = None}) inputs + |> fst + +let rec generate_prompt_workflow op acc inputs = + let open Output in + match inputs.prev_results with + | Some prev -> + let (acc', output) = op acc inputs.new_example in + if output.test_result then + generate_prompt_workflow op acc' ({inputs with new_example = output.result}) + else if input.attempts > 0 then + generate_prompt_workflow op acc' ({inputs with new_example = output.result; attempts = input.attempts - 1}) + else + Error "Failed to generate valid prompt workflow after 3 attempts" + | None -> + let (acc', _) = op acc inputs.new_example in + acc' + +let create_meta_magical_folder grammar initial_example = + let open Input in + let open Output in + { + inputs = { + grammar = grammar; + prev_results = None; + new_example = initial_example; + attempts = 3; + }; + generate_prompt_workflow = (generate_prompt_workflow (fun acc example -> + let open Input in + let open Output in + let result = LanguageModel.generate_description grammar acc example in + let test_result = Testing.test_description result in + (result, {output with test_result}) + )) + } +``` +This code defines several types to represent inputs and outputs of the fold\_left function and generate\_prompt\_workflow operation. The `fold_left` function is used to iterate over a list of inputs, applying an operation to each input and accumulating the results. The `generate_prompt_workflow` function implements the logic for generating prompt workflows using a large language model and testing their correctness. + +The `create_meta_magical_folder` function creates a "meta magical folder" that takes a grammar and an initial example as inputs, and returns a record containing the inputs and a generate\_prompt\_workflow function to generate new prompt workflows based on the input grammar and previous results. + +This implementation is flexible and customizable, as it allows for different operations to be used in the fold\_left function and generate\_prompt\_workflow operation, depending on the specific requirements of the application. It also includes error handling for cases where the language model fails to generate a valid prompt workflow after multiple attempts. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_107.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_107.txt new file mode 100644 index 0000000..7523172 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_107.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. The `fold_library` module below contains functions to generate prompts, test outputs, and manage errors. + +Create a new file called `fold_library.ml` and paste the following code: + +```ocaml +module Fold_Library : sig + type error = Error of string + type 'a folder = ('a -> 'b -> 'a) -> 'a -> 'b list -> 'a + + val create_prompt : string -> 'a folder + val test_output : ('a -> bool) -> 'a -> error + val handle_error : int -> error -> 'a folder +end = struct + type error = Error of string + type 'a folder = ('a -> 'b -> 'a) -> 'a -> 'b list -> 'a + + let create_prompt grammar acc fold funcs = + let new_ex = List.nth funcs (Random.int (List.length funcs)) in + let new_d = fold grammar (fold acc new_ex) [new_ex] in + new_d + + let test_output predicate result = Error (Printf.sprintf "Output %s failed the test." (string_of_bool predicate result)) + + let handle_error max_attempts err fold acc funcs = + if max_attempts > 0 then + match err with + | Error e -> create_prompt err.Error.msg acc fold funcs + | _ -> acc + else acc +end +``` + +Now, you can use the `fold_library` module to manage and merge large language model prompt workflows: + +```ocaml +(* Import Fold_Library *) +open Fold_Library + +(* Define your functions here *) +let funcs = ["func1"; "func2"; "func3"] + +(* Initialize accumulator (state) here *) +let acc = { language_model = ""; proof_engine = "" } + +(* Initialize grammar here *) +let grammar = "A" + +(* Set test predicate, error handler attempts, and prompt generator function here *) +let predicate result = ... +let max_attempts = 3 +let generate_prompt result fold state funcs = create_prompt result acc fold funcs + +(* Use the merge functions from Fold_Library *) +let new_d = + let test_and_handle_error d = handle_error max_attempts (test_output predicate d) generate_prompt acc in + List.fold_left test_and_handle_error acc funcs +``` + +Replace the `...` with your specific logic for grammar, state initialization, and testing functions. With this setup, you can create a flexible system to manage language model prompts, test outputs, and handle errors. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_108.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_108.txt new file mode 100644 index 0000000..95ac7ad --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_108.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. The function will take a grammar specification, previous results, new examples, and a testing function as inputs, and output an updated set of results after testing and iterative refinement. + +First, let's define the data types for our game components: + +```ocaml +type grammar = { + id : string; + rules : (string * string) list; +} + +type example = { + input : string; + output : string; +} + +type prompt_workflow = { + grammar : grammar; + prev_results : example list; + new_examples : example list; + test_fn : example -> bool; +} +``` + +Next, let's modify the `fold_left` function to work with our data types: + +```ocaml +let rec fold_prompt_workflow op acc = function + | [] -> acc + | pw :: t -> + let new_results = List.map (fun ex -> op pw ex) pw.new_examples in + let tested_results = List.filter pw.test_fn new_results in + fold_prompt_workflow op { pw with prev_results = tested_results } t +``` + +Here's the main function to generate prompts using a given set of prompt workflows: + +```ocaml +let rec generate_prompts workflows = + match workflows with + | [] -> [] + | pw::t -> + let new_results = fold_prompt_workflow (fun pw ex -> update_example pw ex) { grammar = pw; prev_results = []; new_examples = pw.new_examples; test_fn = pw.test_fn } pw.prev_results in + new_results @ generate_prompts t + +and update_example pw ex = + { + input = pw.grammar.rules |> List.assoc "input" |> String.replace "%e" ex.output; + output = pw.grammar.rules |> List.assoc "output"; + } +``` + +With the `generate_prompts` function, you can now create a list of initial prompt workflows and feed it into the function to generate new prompts based on these workflows. You may iterate this process up to a certain number of times or until the generated prompts meet your desired quality standards. + +The code above should help you get started with building a flexible and customizable system for generating prompts and functional workflows for a language model tailored to your high-tech code-based hacking game concept. The `generate_prompts` function can be easily extended or modified to better fit your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_109.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_109.txt new file mode 100644 index 0000000..e37c5b5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_109.txt @@ -0,0 +1,102 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation to an accumulator and each element of a list from left to right. We can use this function to fold together different inputs such as grammar, previous results, and new examples to create new outputs. + +Here's a more detailed OCaml code based on the description provided: + +```ocaml +type input = { + mutable grammar : string; + mutable prev_results : string; + mutable new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let rec fold_left op acc inputs = + let (grammar, prev_results, new_example) = + (inputs.grammar, inputs.prev_results, inputs.new_example) in + let new_output = { result = ""; is_valid = false } in + if List.length inputs > 0 then + let new_result = op grammar prev_results new_example in + new_output.result <- new_result; + new_output.is_valid <- test_output new_result; + if new_output.is_valid then + fold_left op new_output inputs + else if List.length inputs > 1 then + let mutated_inputs = { grammar; prev_results = new_result; new_example } in + fold_left op mutated_inputs (List.tl inputs) + else + new_output + else + acc + +and test_output output = + (* Add the logic to validate the generated output here *) + true + +let create_new_output input = + let new_input = { grammar = input.grammar; prev_results = ""; new_example = "" } in + fold_left (fun grammar prev_results new_example -> generate_output grammar prev_results new_example) + { result = ""; is_valid = false } [new_input] + +let rec main_loop input = + let output = create_new_output input in + if output.is_valid then + printf "Generated valid output: %s\n" output.result; + (* Update the input with the new result and repeat the loop *) + let new_input = { input with prev_results = output.result } in + main_loop new_input + else if List.length (input.prev_results :: input.new_example :: []) < 3 then + (* Add logic to update and mutate the input before retrying *) + let _ = printf "Generated invalid output, trying again.\n" in + main_loop { input with new_example = output.result } + else + printf "Failed to generate a valid output after 3 attempts.\n" +end +``` + +This code introduces several types and functions that work together to create prompts and functional workflows for a language model. The `fold_left` function is used to repeatedly apply an operation until a valid output is generated, and the game loop `main_loop` manages the process of generating new outputs based on previous results and new examples. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_11.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_11.txt new file mode 100644 index 0000000..bae78f7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_11.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```sql +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged_prompt : string; + success : bool; +} + +let merge_prompts input = + let { grammar; prev_results; new_example } = input in + let rec merge_attempts acc n = + if n = 0 then ( + { merged_prompt = ""; success = false }, + "Exceeded maximum number of attempts" + ) + else if LanguageModel.validatePrompt acc then ( + { merged_prompt = acc; success = true }, + "" + ) else merge_attempts (LanguageModel.mergePrompts acc new_example grammar) (n - 1) + in + let (output, error_msg) = merge_attempts prev_results 3 in + { merged_prompt = output.merged_prompt; success = output.success }, + error_msg + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let input = { + grammar = h.grammar; + prev_results = acc; + new_example = h.new_example; + } in + let (output, error_msg) = merge_prompts input in + if output.success then fold_left op output.merged_prompt t + else failwith ("Error merging prompts: " ^ error_msg) +``` +In this code, we define types for the input and output of the `merge_prompts` function. The input type includes fields for the grammar, previous results, and new example to be merged into the prompt. The output type includes a field for the merged prompt and another for whether or not the merge was successful. + +The `merge_prompts` function takes an input as an argument and attempts to merge the new example with the previous results up to three times using the `LanguageModel.mergePrompts` function, which implements the actual merging logic. If a successful merge is achieved, the merged prompt is returned along with a success flag. Otherwise, an error message is returned. + +The `fold_left` function is used to recursively apply the `merge_prompts` function to each input in a list, using the previous results as the accumulator for the next iteration of the loop. If a merge attempt fails, an exception is raised with an error message. + +This code can be customized further to suit the specific needs of the language model and the high-tech code-based hacking game. For example, the `LanguageModel.mergePrompts` function could be replaced with another implementation, or additional checks could be added to ensure that the merged prompt meets certain quality criteria before being used as the new previous results for the next iteration of the loop. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_110.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_110.txt new file mode 100644 index 0000000..e81e49d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_110.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function provided in the code snippet to include additional functionality specific to our needs. The following OCaml code demonstrates one way to do this: +```ocaml +let max_errors = 3 + +type prompt_workflow = { + grammar : string; + previous_results : string option; + new_example : string; + error_count : int; +} + +let fold_left_prompt_workflow op acc pw = + let {grammar; previous_results; new_example; error_count} = pw in + let new_output = + try + let result = Op.apply grammar previous_results new_example in + if String.length result > 0 then Some result else None + with e -> + incr error_count; + None + in + match new_output with + | Some output -> + {pw with previous_results = Some output} + | None -> + if pw.error_count < max_errors then + let pw' = {pw with new_example = "Error: " ^ Printexc.to_string e} in + fold_left_prompt_workflow op acc pw' + else + {pw with error_count = 0; previous_results = None} + +let rec generate_prompts op acc = function + | [] -> List.rev acc + | pw::t -> generate_prompts op (fold_left_prompt_workflow op acc pw :: acc) t + +(* Initialize the prompt workflow with the initial example and no previous results or errors *) +let initial_pw = { + grammar = "A"; + previous_results = None; + new_example = "B"; + error_count = 0; +} + +(* Generate prompts using a list of grammars, initial example and new examples *) +let grammars = ["A"; "B"; "C"] +let examples = ["B"; "C"; "D"] +let prompts = generate_prompts Op.apply [] [initial_pw; {initial_pw with grammar="B"; new_example=examples.(0)}] +``` +In this code, we define a record type `prompt_workflow` to represent the input parameters of the fold operation. The `fold_left_prompt_workflow` function applies an operation (represented by the `Op.apply` function) to the current prompt workflow and returns a new one with updated values for previous results and error count. + +The `generate_prompts` function recursively calls `fold_left_prompt_workflow` on a list of grammars, initial examples and new examples until all combinations have been processed. + +This system can be easily customized to suit the needs of the high-tech code-based hacking game by defining the `Op.apply` function to generate creative and imaginative descriptions of code based on the input parameters. Additionally, the `prompt_workflow` record type and the `generate_prompts` function can be extended to include additional functionality as needed. + +Note: The `Op.apply` function is not defined in this example, but it should represent the operation used to generate prompts based on the input parameters of the prompt workflow record. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_111.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_111.txt new file mode 100644 index 0000000..8008b22 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_111.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type grammar = string (* replace with the actual type of grammars *) + +type merge_error = NotCombined of result list | MaxIterReached + +let rec merge_with_error_limit example_list max_iterations = + if List.length example_list > max_iterations then MaxIterReached + else + let combined_examples = List.fold_left (fun acc e -> acc ^ " " ^ e) "" example_list in + NotCombined ([combined_examples]) + +let merge_examples grammar prev_results new_example max_iterations = + let merged_examples = + merge_with_error_limit (new_example :: prev_results) max_iterations + in + match merged_examples with + | NotCombined example_list -> + let output = LanguageModel.generate_description grammar example_list in + (output, [example_list]) + | MaxIterReached -> failwith "Maximum number of iterations reached" + +let rec merge_workflows grammar prev_results new_examples max_iterations = + match new_examples with + | [] -> prev_results + | h::t -> + let (output, new_example_list) = merge_examples grammar prev_results h max_iterations in + if LanguageModel.is_good output then + merge_workflows grammar (output :: prev_results) t max_iterations + else + let _ = LanguageModel.feed_error grammar output in + if List.length new_example_list > max_iterations then + failwith "Maximum number of iterations reached" + else + merge_workflows grammar prev_results (List.append t new_example_list) max_iterations +``` +Here, we define three types `example`, `result`, and `grammar` that correspond to the different inputs and outputs in your system. The function `merge_with_error_limit` takes a list of examples and merges them together with an error limit. If the number of merged examples exceeds the error limit, it returns `MaxIterReached`. Otherwise, it returns `NotCombined`, which contains the merged examples as a list. + +The function `merge_examples` uses `merge_with_error_limit` to merge new examples with previous results. If the generated description is good, it returns the output and an updated list of previous results. Otherwise, it feeds back the error to generate a new example. + +Finally, the function `merge_workflows` takes a grammar, previous results, a list of new examples, and an error limit as inputs. It recursively merges each new example with the previous results, testing if the generated description is good using the `LanguageModel.is_good` function, and feeding back errors using the `LanguageModel.feed_error` function until it reaches a good description or exceeds the error limit. + +Note that you will need to replace the placeholders in the code with actual types and functions that correspond to your system. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_112.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_112.txt new file mode 100644 index 0000000..f8962c8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_112.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. The revised OCaml code is presented below: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_workflows input = + let open Option in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> ( + match op acc h with + | Some result -> fold_left op result t + | None -> + if input.grammar <> "" then + fold_left op ({ grammar = ""; prev_results = "" } : input) t + else None ) + in + let rec merge acc = function + | [] -> Some acc.prev_results + | h :: t -> ( + match fold_left (fun acc x -> merge_attempt acc x.new_example) acc h with + | Some merged -> merge merged t + | None -> None ) + and merge_attempt acc new_ex = + let result = LanguageModel.generate_description ~grammar:input.grammar new_ex in + if LanguageModel.test_result result then + Some { acc with prev_results = result } + else if input.prev_results <> "" then + merge_attempt { acc with prev_results = acc.prev_results } new_ex + else None + in + match merge ({ grammar = ""; prev_results = "" } : input) [input] with + | Some final -> final.prev_results + | None -> "Error: Unable to generate a valid prompt after 3 iterations." +``` + +The `merge_workflows` function takes an `input` record containing the grammar, previous results, and new example as arguments. It recursively applies the `merge_attempt` function until a satisfactory result is achieved or three iterations have been attempted. The language model's description generation and testing are encapsulated in the `LanguageModel` module. + +You can use this code as a starting point to customize further for your specific hacking game needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_113.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_113.txt new file mode 100644 index 0000000..f0dde52 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_113.txt @@ -0,0 +1,110 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. We will extend it to create a more sophisticated prompt workflow generator that incorporates user input, previous results, and multiple examples. + +First, let's define the types for our inputs: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string + +type 'a t = { + mutable accumulator : 'a; + mutable max_errors : int; + operation : 'a -> example -> result * error; +} +``` + +Now, we can define a new function `merge_workflows` that takes an initial accumulator, a list of grammars, and a list of examples. It will apply the given operation to each pair of grammar and example until it reaches the end of both lists or produces an error. If an error occurs, it will retry up to the maximum number of errors allowed before giving up: + +```ocaml +let merge_workflows max_errors ~initial_acc grammars examples = + let workflow = { + accumulator = initial_acc; + max_errors = max_errors; + operation; + } in + let rec aux grams exs = + match grams, exs with + | [], _ | _, [] -> workflow.accumulator + | g :: t, e :: f when workflow.max_errors > 0 -> ( + let result, error = workflow.operation g e in + if String.length error = 0 then + aux t f + else + let workflow = {workflow with accumulator = result} in + workflow.max_errors <- workflow.max_errors - 1; + aux grams exs) + | _ -> failwith "Inconsistent list lengths" + in + aux grammars examples +``` + +Now, we can use `merge_workflows` to combine different prompt workflows for our language model. For example: + +```ocaml +let game_description = + "the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes." + +let operation grammar example = + let combined = String.concat " " [grammar; ";"; example] in + (combined, "") + +let initial_acc = "This is an initial description: " + +let grammars = [ + "Grammar A: The game involves exploring a knowledge dungeon generated by a large language model and proof engine. The player encounters objects and NPCs with defined properties and behaviors."; + "Grammar B: Each function or spell of an object can be encoded into an emoji string which is its quasi quine quotation that can be vectorized into tensors."; +] + +let examples = [ + "Example 1: The code of the world is written using generated languages and grammars. Tensors become code, and code becomes tensors."; + "Example 2: In this task, we craft a meta-magical folder that folds streams of the matrix together into one."; +] + +let merged_description = merge_workflows 3 ~initial_acc grammars examples +``` + +The `merged_description` variable will contain the combined description of our game, including all the input grammars and examples. This flexible system can be further customized for different use cases by changing the `operation`, `grammars`, and `examples`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_114.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_114.txt new file mode 100644 index 0000000..fef3ce5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_114.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = Grammar of string | Previous of string | NewExample of string +type output = string +type merge_fn = input -> output -> output + +let rec merge_inputs acc = function + | [] -> acc + | h::t -> + match h with + | Grammar a -> merge_fn a acc (NewExample a) + | Previous d -> merge_fn (fun _ x -> x) acc d + | NewExample c -> merge_fn (fun _ x -> x) acc c + +and merge_grammar grammar acc input = + let new_output = generate_description grammar input in + if is_creative_and_imaginative new_output then + merge_inputs (new_output :: acc) t + else if attempts_left > 0 then + merge_grammar grammar (new_output :: acc) input (attempts_left - 1) + else + acc + +and generate_description grammar input = + // use the large language model and the proof engine to generate a creative and imaginative + // description of the code based on the given grammar and input + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_workflows grammar initial_example max_attempts inputs = + let merge_fn _ acc input = merge_grammar grammar acc input max_attempts in + fold_left merge_fn [initial_example] inputs +``` +This code defines a few types to represent the different kinds of inputs and outputs used in the system, as well as functions for merging the inputs and generating descriptions. The `merge_inputs` function takes a list of accumulated outputs and a new input, and uses a provided merge function to combine them into a new output. The `merge_grammar` function generates a new description using the large language model and proof engine, and checks if it is creative and imaginative. If it is, it continues merging with the rest of the inputs. If not, and there are still attempts left, it tries again. If there are no attempts left, it returns the accumulated outputs as they are. The `generate_description` function uses the large language model and proof engine to generate a creative and imaginative description based on the given grammar and input. + +The `fold_left` function is used to recursively apply the merge\_fn to all inputs, starting from the initial example. + +This system can be easily customized and extended by changing or adding new merge functions, modifying the generate\_description function, or using different types of inputs and outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_115.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_115.txt new file mode 100644 index 0000000..c42e8ec --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_115.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a binary operation to an accumulator and each element of a list from left to right, making it suitable for combining different inputs in a flexible manner. + +First, let's define data types representing the game components: + +```ocaml +type grammar = string +type result = string +type example = string + +type folder_input = { + grammar : grammar; + prev_results : result list; + new_example : example; +} + +type folder_output = { + output : result; + is_good : bool; +} +``` + +Next, let's define a function to test the quality of the generated output: + +```ocaml +let rec test_output output = + (* Define your custom testing logic here *) + String.length output > 10 + +let test folder_input = + { output = folder_input.new_example; is_good = test_output folder_input.new_example } +``` + +Now, let's redefine the `fold_left` function as a higher-order function called `folder`, which takes a testing function and applies it in each iteration: + +```ocaml +let rec folder f max_attempts input = + let { grammar; prev_results; new_example } = input in + let acc = { output = new_example; is_good = false } in + + let rec aux attempt acc = + if attempt > max_attempts then acc + else + let result = f acc grammar prev_results new_example in + if result.is_good then result + else aux (attempt + 1) result + in + + aux 1 acc +``` + +Finally, let's define the main function that combines different game components: + +```ocaml +let rec generate_prompt { grammar; prev_results; new_example } = + (* Define your custom logic for generating a prompt based on the input parameters *) + { output = "Generated Prompt: " ^ String.concat "" (List.map (String.make 1) grammar); is_good = true } + +let rec process_results results = + (* Define your custom logic for processing a list of results *) + { output = String.concat "\n" results; is_good = true } + +let game_folder input = + let folder_input = { + grammar = "emojis"; + prev_results = [process_results (List.map generate_prompt input.prev_results)]; + new_example = input.new_example; + } in + + folder test folder_input +``` + +This `game_folder` function takes a list of previous results, tests them, and generates a new prompt based on the given grammar and new example. The process repeats until a satisfactory result is achieved or the maximum number of attempts is reached. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_116.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_116.txt new file mode 100644 index 0000000..bb7338e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_116.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include the necessary inputs and functionality. Here's an example OCaml code that incorporates the given requirements: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string +type error = string + +let rec merge_prompts grammar acc examples max_errors = + let (new_acc, new_examples) = match examples with + | [] -> (acc, []) + | h::t -> + begin + try + let new_output = process_example grammar acc h in + (new_output, t) + with e -> + if max_errors > 0 then + (acc, h::examples) + else + raise (Failure "Maximum number of errors reached") + end in + let new_acc' = fold_left (fun acc example -> merge_prompts grammar acc [example] (max_errors - 1)) new_acc new_examples in + new_acc' + +and process_example grammar acc example = + (* Implement the logic to process a single example using the given grammar and previous results. *) + ... +``` + +In this code, we have defined three types: `input`, `output`, and `error`. The `merge_prompts` function is a recursive function that takes a `grammar`, an accumulator `acc` (representing the previous results), a list of new examples, and the maximum number of errors allowed before giving up. + +The function processes each example in turn using the `process_example` helper function. If an error occurs while processing an example, the function checks if there are still errors left to spend. If so, it adds the current example back to the list of examples and continues with the next example. Otherwise, it raises an exception indicating that the maximum number of errors has been reached. + +Finally, the `merge_prompts` function recursively calls itself on the new accumulator value and the remaining examples until all examples have been processed or the maximum number of errors has been reached. The result is a single output string that represents the merged results of processing all examples using the given grammar and previous results. + +The `process_example` function should be implemented to use the given grammar and previous results to process a single example. This could involve generating code snippets, visualizing tensors, or any other functionality required for the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_117.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_117.txt new file mode 100644 index 0000000..3f9720d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_117.txt @@ -0,0 +1,129 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The `fold_library` module below takes in three inputs (grammar, initial example, and new example) and iteratively generates and tests new results using the given grammar rules and examples. If the generated result fails to meet expectations, it will try up to three times to create a new valid output. + +First, let's define some types that describe our data: + +```ocaml +type example = string +type result = string +type error = string +type grammar = (example -> result) +type fold_fn = example -> (result * int) + +(* Maximum number of attempts to generate a valid output *) +let max_attempts = 3 +``` + +Now, let's redefine the `fold_left` function as a general-purpose utility: + +```ocaml +(* Fold over a list with an accumulator and a binary operation. The binary operation can take two arguments: + - The current accumulator value (acc) + - The current head of the input list (h) +*) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` + +Next, let's define a function that takes in grammar rules and generates new outputs based on the given examples: + +```ocaml +(* Generates a new output string using a list of example strings and a grammar function. If the generated output is invalid, it will attempt to create a new one up to max_attempts times. *) +let rec generate op acc exs = + match exs with + | [] -> (acc, 0) + | h :: t -> + let (result, attempts) = op h in + if attempts < max_attempts then + generate op (acc ^ "\n" ^ result) t + else + (acc, max_attempts) +``` + +Now, we can implement the main `fold_magic` function that takes a list of grammar rules and returns a new example based on previous examples: + +```ocaml +(* Combines multiple grammar functions to create a new output string. If the generated output is invalid, it will attempt to create a new one up to max_attempts times using each grammar function in order. *) +let rec fold_magic grammars exs = + let (acc, _) as final_result = + List.fold_left + (fun (acc, n) f -> generate f acc exs; (acc, n + 1)) + (exs, 0) + grammars + in + final_result +``` + +Finally, let's define the main entry point of our application that takes an initial example and a new example as input: + +```ocaml +(* The main function that implements the meta magical folder *) +let run grammar init_examples new_examples = + (* Combine the initial examples with the new examples to create a single list of examples *) + let all_examples = init_examples @ new_examples in + + (* Repeatedly apply fold_magic until no more updates are needed or max_attempts attempts have been reached *) + let (final_examples, _) = + List.fold_left + (fun (exs, n) _ -> + let (result, _) = fold_magic grammar exs in + (result, n + 1)) + (all_examples, 0) + (List.init max_attempts (fun _ -> ())) + in + final_examples.(max_attempts - 1) +``` + +You can now use the `run` function to generate new outputs based on your given grammar rules, initial examples, and new examples: + +```ocaml +(* Example usage *) +let grammar = [(fun x -> "The " ^ x ^ " has a bright red color.");] +let init_examples = ["apple"] +let new_examples = ["banana"; "cherry"] + +let final_result = run grammar init_examples new_examples +Printf.printf "Final result: %s\n" final_result;; +``` +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_118.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_118.txt new file mode 100644 index 0000000..bbd761c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_118.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function provided: +```ocaml +(* A simple data structure to represent a prompt with its associated properties *) +type prompt = { + grammar : string; (* The grammar used for the prompt *) + examples : string list; (* List of example prompts *) + result : string; (* The generated result from the language model *) + tested : bool; (* Whether the result has been tested *) +} + +(* A function to test a prompt and update its status *) +let test_prompt (p: prompt): prompt = + { p with tested = true } + +(* A function to create a new prompt using the given grammar, examples, and language model *) +let create_prompt (grammar: string) (examples: string list) (lm: ('a -> 'b) -> 'a -> 'b): prompt = + let result = lm id examples in (* Generate a result from the examples using the identity function as the initial accumulator *) + { grammar; examples; result; tested = false } + +(* A function to merge a list of prompts into one using a specified operation *) +let rec merge_prompts (op: 'a -> 'a -> 'a) (acc: prompt) (prompts: prompt list): prompt = + match prompts with + | [] -> acc (* If there are no more prompts, return the accumulator as is *) + | h :: t -> + let merged = op acc h in (* Merge the current accumulator with the next prompt *) + merge_prompts op merged t (* Recursively merge the remaining prompts with the new accumulator*) + +(* The main function to orchestrate the prompt generation and merging loop *) +let rec generate_prompt_workflow (lm: ('a -> 'b) -> 'a -> 'b) (initial_prompt: prompt): prompt = + let { grammar; examples; result = _; tested } = initial_prompt in (* Destructure the initial prompt, ignoring its current result *) + let new_prompt = create_prompt grammar examples lm in (* Create a new prompt using the language model and the given examples *) + if tested then ( (* If the previous result was tested, return the new prompt as is *) + new_prompt + ) else ( (* Otherwise, recursively generate a new prompt with the merged results of both the new and previous prompts *) + let merged = merge_prompts (fun acc p -> create_prompt grammar (p.examples @ [acc.result]) lm) initial_prompt [new_prompt] in (* Merge the new prompt with the previous one using a special merging function that creates a new prompt by combining the examples of both prompts and using the language model to generate a new result *) + generate_prompt_workflow lm merged (* Recursively call the function with the new prompt and the language model as arguments*) + ) +``` +This code defines a `prompt` data structure that encapsulates a grammar, examples, a generated result, and a boolean flag indicating whether the result has been tested. It also provides functions to test a prompt, create a new prompt using a given grammar, examples, and language model, and merge a list of prompts into one using a specified operation. + +The `generate_prompt_workflow` function is the main orchestrator that recursively generates new prompts by merging the previous prompt with a newly created one, based on the given grammar and examples. It uses the language model to generate a new result for each prompt, and returns the final merged prompt as the output of the workflow. + +This system can be customized and extended in various ways, such as by defining different data structures for prompts and merging functions, or by incorporating additional context from the game environment into the prompt generation process. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_119.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_119.txt new file mode 100644 index 0000000..6f8e97e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_119.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. The purpose of this function is to iteratively apply a given operation `op` on an accumulator value `acc` and each element `h` in a list `t`. Here's the revised OCaml code that suits our needs: + +```ocaml +type example = {grammar: string; content: string} +type result = {example: example; output: string} + +let rec merge_examples op acc ex_list = + match ex_list with + | [] -> acc + | h :: t -> + let merged_output = op acc h in + merge_examples op merged_output t + +let test_result result = + (* Implement your custom testing logic here *) + true + +let rec generate_and_test_output grammar prev_res new_example limit = + if limit = 0 then prev_res + else + let new_output = LanguageModel.generate_description grammar new_example in + let new_result = {example = new_example; output = new_output} in + if test_result new_result then + generate_and_test_output grammar new_result new_example (limit - 1) + else + generate_and_test_output grammar prev_res new_example limit + +let rec process_examples grammar initial_example examples max_attempts = + let merged_results = merge_examples generate_and_test_output {grammar; content = ""} initial_example examples in + if max_attempts > 0 then + process_examples grammar merged_results (List.map (fun ex -> {ex with output = ""}) examples) (max_attempts - 1) + else + merged_results +``` + +In this code: + +- `example` is a record containing the original grammar and corresponding example content. +- `result` is a record that holds an `example` and its generated `output`. +- The `merge_examples` function applies the provided operation (in our case, generating a description using the large language model) to each element in the list of examples and accumulates the results. +- `test_result` checks whether the result is valid or not, which can be customized as needed. +- The `generate_and_test_output` function generates a new output based on the provided grammar, example, and attempts limit if the previous generated result fails the test. +- Finally, `process_examples` iterates over the examples list and repeatedly tests and merges their outputs until it reaches the specified number of attempts or gets valid results. + +This code provides a solid foundation for generating creative and imaginative descriptions using a large language model while enabling custom testing and retries for better robustness in generating prompts and functional workflows for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_12.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_12.txt new file mode 100644 index 0000000..e3a04d0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_12.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec generate_prompt_workflow ~max_errors input = + let open Input in + let open Output in + let open Error in + + let (let+) x f = match x with + | Ok x -> f x + | Error _ as e -> e + in + + let rec merge acc input example max_errors = + let open Input in + let open Output in + + let+ {grammar; prev_results; new_example} = input in + let+ result = LanguageModel.generate ~grammar ~prev:prev_results ~new_:new_example in + let is_good = Test.check result in + + if is_good then + {result = result; is_good = true} + else if max_errors > 0 then + merge acc input example (max_errors - 1) + else + {result = "Error: maximum number of errors reached"; is_good = false} + in + + let+ output = merge "" input example max_errors in + output + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +end +``` + +The code defines several modules and types for inputs, outputs, errors, and language models. The `generate_prompt_workflow` function takes an input and recursively generates a new prompt until the maximum number of errors is reached or a good result is obtained. The `fold_left` function is used to combine multiple prompts together. + +Note that this code is just an example, and it would need to be adapted to work with your specific language model, test function, and other components. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_120.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_120.txt new file mode 100644 index 0000000..a247c64 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_120.txt @@ -0,0 +1,67 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The following OCaml code outlines such a system: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string +type output = string + +let rec merge_inputs acc = function + | [] -> acc + | Grammar a :: t -> merge_inputs (a :: acc) t + | Previous d :: t -> merge_inputs (d :: acc) t + | NewExample c :: t -> + let merged_str = String.concat " " (List.rev acc) in + let new_output = LanguageModel.generate ~grammar:merged_str ~previous:d ~new_example:c in + if LanguageModel.test new_output then + merge_inputs [new_output] t + else merge_inputs (new_output :: acc) t + +let rec generate_descriptions grammar previous_examples examples = + let merged_inputs = List.map NewExample examples @ [Previous previous_examples; Grammar grammar] in + merge_inputs [] merged_inputs +``` + +The `merge_inputs` function takes a list of strings representing different types of inputs (grammar, previous results, or new examples) and accumulates them into one string to generate the next output from the language model. If the generated output passes the test, it proceeds with the new output; otherwise, it continues to refine the current output up to 3 times. + +The `generate_descriptions` function is a wrapper that initializes the input list with the given grammar, previous examples, and new examples, then starts merging them using the `merge_inputs` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_121.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_121.txt new file mode 100644 index 0000000..2a17f3c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_121.txt @@ -0,0 +1,56 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, using a fold operation to combine inputs and previous results: + +let rec merge\_workflows grammar prev\_results new\_example = +match prev\_results with +| [] -> new\_example (* If no previous results, use the new example as is *) +| h::t -> +let merged\_example = fold\_left (fun acc x -> apply\_grammar\_to\_examples grammar acc x) new\_example h in +merge\_workflows grammar t merged\_example + +This code defines a recursive function `merge_workflows` that takes as input a `grammar`, a list of `prev_results`, and a `new_example`. If there are no previous results, the function simply returns the new example. Otherwise, it applies the grammar to each pair of previous result and new example, using a left fold operation (`fold_left`) to combine them. The resulting merged example is then used as input for the next iteration of the function, until all previous results have been processed. + +The `apply_grammar_to_examples` function, which is called inside `merge_workflows`, takes a `grammar` and two examples, and applies the grammar to the first example, using the second example as context. This allows the language model to generate more accurate and creative descriptions of code based on the given examples and grammar. + +Overall, this system provides a flexible and customizable way to generate prompts and functional workflows for a large language model, allowing developers to create imaginative and interactive experiences for players in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_122.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_122.txt new file mode 100644 index 0000000..615b2fb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_122.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will modify it to suit our needs by adding error handling and looping up to 3 times to generate new outputs if the previous ones fail the test. + +First, let's define some data types for better type safety: + +```ocaml +type test_result = + | Good + | Error of string + +type 'a workflow_state = { + input : 'a; + result : test_result; +} + +type 'a fold_context = { + acc : 'a; + max_attempts : int; + attempts_left : int; +} +``` + +Now, let's create the `fold_left_workflow` function that will handle errors and loop up to 3 times: + +```ocaml +let rec fold_left_workflow (op : 'a -> 'b -> 'a) (acc : 'a) (context : fold_context<'a>) (input : 'b) : unit = + let new_acc = op acc input in + let new_result = + if context.attempts_left > 0 then + let r = test input in + match r with + | Good -> Good + | Error(msg) -> + print_endline ("Error: " ^ msg); + decr context.attempts_left; + Error(msg) + else Error("Exceeded maximum attempts") + in + { input = new_acc; result = new_result } :: context.acc; + + if new_result = Good then () else fold_left_workflow op new_acc { acc = new_acc; max_attempts = context.max_attempts; attempts_left = context.attempts_left } input + +and test (input : 'a) : test_result = + (* Implement your custom test function here *) + Good +``` + +To use the `fold_left_workflow` function, you can provide an initial accumulator value and a context with the desired maximum attempts: + +```ocaml +let grammar = "A" +let prev_results = ["D"; "B"] +let new_example = "C" + +let initial_state = { input = new_example; result = Good } + +let context = { acc = [initial_state]; max_attempts = 3; attempts_left = 3 } + +fold_left_workflow (fun acc x -> { input = x; result = Good }) initial_state context prev_results +``` + +The code above demonstrates the use of the `fold_left_workflow` function to loop through a list of inputs and test them, updating the accumulator with new outputs. The custom `test` function should be implemented according to your specific requirements for testing outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_123.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_123.txt new file mode 100644 index 0000000..6862a27 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_123.txt @@ -0,0 +1,113 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. Our goal is to create a meta-magical folder that can merge streams of the matrix together into one. Here's an example of how we might do this: + +First, let's define some types for our data: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type folder_state = { + mutable grammar : grammar; + mutable prev_results : result list; + mutable new_examples : example list; + mutable current_result : result; + mutable errors : error list; +} +``` + +Next, we can define a function to create a new folder state: + +```ocaml +let init_folder () = + { + grammar = ""; + prev_results = []; + new_examples = []; + current_result = ""; + errors = []; + } +``` + +Now, let's define the `merge` function that will take a folder state and merge the streams of the matrix: + +```ocaml +let rec merge ~op acc folder_state = + match folder_state.new_examples with + | [] -> acc + | h :: t -> + let new_result = op folder_state.current_result h in + folder_state.current_result <- new_result; + merge ~op new_result folder_state +``` + +Here, we recursively apply the `op` function to each new example and accumulate the results using the `acc` parameter. The loop continues until there are no more new examples left in the list. + +Finally, let's define a function to test the output of our merged streams: + +```ocaml +let test_output folder_state = + match folder_state.errors with + | [] -> true + | h :: t -> false + +let rec run_folder ~op acc folder_state = + if not (test_output folder_state) then ( + if List.length folder_state.errors < 3 then ( + let new_examples = get_new_examples folder_state.grammar in + folder_state.prev_results <- merge ~op acc folder_state; + folder_state.new_examples <- new_examples; + run_folder ~op acc folder_state + ) else ( + failwith "Error threshold exceeded" + ) + ) else ( + folder_state.current_result + ) +``` + +In the `run_folder` function, we recursively test the output of our merged streams until no errors are detected or the error threshold is exceeded. If no errors are detected, we return the final result. + +This is just a starting point for building your meta-magical folder, but it should give you an idea of how to merge streams of the matrix using OCaml and recursively test the output until a satisfactory result is achieved. You can customize this code to fit the specific requirements of your high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_124.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_124.txt new file mode 100644 index 0000000..982a348 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_124.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. We will modify this function to suit our needs by incorporating error handling and looping for up to three times if the generated output is not satisfactory. + +First, let's define some types and functions that represent the main components of the system: + +1. `error` type to handle errors during prompt generation +2. `example` type for both initial and new examples +3. `grammar` type for language model grammar +4. `prompt_generator` function to generate a new output using provided inputs +5. `test_output` function to test the generated output's quality + +Now, let's implement these components in OCaml: + +type error = Failure of string | LoopLimitExceeded + +type example = Expr of string | Code of string + +type grammar = A of string + +(* Prompt generator function *) +let rec prompt_generator : example -> grammar -> (example * error) option = + fun example grammar -> + match grammar with + | A grammar_str -> + (* Here, you can implement your actual logic to generate a new output D from B, C, and A. + The following is just a placeholder that returns the input example unchanged. *) + let result = Expr (example.Expr.expr ^ " " ^ grammar_str) in + Some (result, None) + +(* Test output function *) +let test_output : example -> bool = + fun example -> + (* Here, you can implement your actual logic to test the generated output's quality. + The following is just a placeholder that always returns true. *) + match example with Expr _ -> true | Code _ -> true + +Next, let's modify the `fold_left` function provided in the initial code snippet to create a new function called `generate_prompts` that incorporates error handling and looping: + +let rec generate_prompts : (example * grammar) list -> example -> (example * error) option = + fun inputs example -> + match inputs with + | [] -> None + | (prev_result, grammar) :: tail -> + let result = prompt_generator prev_result grammar in + (match result with + | Some (new_result, _) when test_output new_result -> generate_prompts tail new_result + | Some (new_result, _) -> ( + match new_result.Expr.expr with + | "" -> None + | _ -> + let count = ref 0 in + let rec try_again example = + if !count >= 3 then None else + (incr count; generate_prompts inputs example) + in + try_again new_result) + | None -> None) + +In summary, the generated OCaml code provides a flexible and customizable system for generating prompts and functional workflows using a large language model. You can replace the placeholders in `prompt_generator` and `test_output` functions with your actual logic to generate outputs based on given examples and grammar, as well as testing their quality accordingly. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_125.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_125.txt new file mode 100644 index 0000000..4bc4df3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_125.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the example code. This function applies a given operation to an accumulator and each element of a list, from left to right, resulting in a final accumulated value. + +To suit our needs, let's define data structures for grammar, previous results, new examples, and outputs, as well as a custom operation that combines all these components. Here's an example implementation: + +1. Define the required types: + +```ocaml +type grammar = string +type prev_result = string +type new_example = string +type output = string +type op_func = prev_result -> new_example -> output +``` + +2. Implement a function that creates an operation based on the provided grammar: + +```ocaml +let create_operation (grammar : grammar) : op_func = + let pattern = Str.regexp "\\{Grammar\\}" in + fun prev_result new_example -> + Str.global_replace pattern grammar new_example +``` + +3. Implement the main function to merge large language model prompt workflows: + +```ocaml +let rec merge_prompts grammar prev_results new_examples : output list = + match prev_results, new_examples with + | [], [] -> [] + | h :: _, [] -> [h] + | _, h :: _ -> ( + let op = create_operation grammar in + fold_left op h new_examples + ) +``` + +This code creates a system that combines previous results with new examples based on the provided grammar. The `merge_prompts` function takes a grammar, previous results, and new examples as input arguments, recursively applying the custom operation using `fold_left`. This allows for flexible and customizable prompt generation, which can be used to create imaginative descriptions of code in the high-tech code-based hacking game. + +To integrate this with your game concept, you could modify the `grammar`, `prev_result`, `new_example`, and `output` types to represent specific structures within your game world (e.g., monsters, treasures, challenges). The custom operation would then be responsible for combining these elements in a meaningful way. + +For example, you could use an object-oriented structure like this: + +```ocaml +type grammar = { mutable prefix : string; mutable suffix : string } +type prev_result = { obj : string; props : (string * string) list } +type new_example = prev_result +type output = prev_result + +let create_operation (grammar : grammar) : op_func = + fun prev_result new_example -> + let obj = new_example.obj in + let props = List.map (fun (k, v) -> k, grammar.prefix ^ v ^ grammar.suffix) prev_result.props in + { obj = obj; props = props } +``` + +This implementation allows you to customize the prefix and suffix for each property, providing more control over the generated text. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_126.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_126.txt new file mode 100644 index 0000000..857d381 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_126.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + test_result : bool; +} + +let try_generate num_trials input = + let rec generate i acc = + if i = 0 then acc + else + let new_output = generate_description input in + let new_test_result = test_description new_output in + if new_test_result then { result = new_output; test_result = true } + else generate (i - 1) { result = new_output; test_result = false } + in + generate num_trials { result = ""; test_result = false } + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | i::t -> + let output = try_generate 3 i in + if output.test_result then + fold_left op (op acc output) t + else + fold_left op acc t + +let merge_workflows inputs = + fold_left (fun acc input -> { result = input.grammar ^ "\n" ^ acc.result; test_result = true }) { result = ""; test_result = false } inputs +``` +This code defines the types `input` and `output`, which represent the input parameters for generating a description of code, and the output of the generation process, respectively. The function `try_generate` takes an input and generates a description up to three times, returning the first successful result. The function `fold_left` folds a list of inputs using a binary operator, with the option to feed errors back into the folding process by repeating it up to three times. + +The function `merge_workflows` merges a list of workflows into one by concatenating their grammars and accumulating the results of the generation process. This creates a single merged output that can be used for generating creative and imaginative descriptions of code in the high tech code-based hacking game described in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_127.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_127.txt new file mode 100644 index 0000000..306f2ce --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_127.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function in OCaml. This function applies a given operation `op` to an accumulator `acc` and each element of a list, from left to right. We will extend this function to handle multiple inputs and perform error handling as needed. + +First, let's define a helper function to apply an operation to two accumulators: +```ocaml +let fold_left2 op acc1 acc2 = function + | [] -> (acc1, acc2) + | h :: t -> + let (acc1', acc2') = fold_left2 op acc1 acc2 t in + (op acc1' h, op acc2' h) + +let unzip acc = + let rec aux i acc = function + | [] -> List.rev acc + | h :: t -> aux (i + 1) (h :: acc) t + in + aux 0 [] acc +``` +Now, we can create a new `fold_magic` function that handles multiple inputs and error handling: +```ocaml +let rec fold_magic op max_errors inputs = + let initial_examples, grammars, previous_results = unzip inputs in + + (* Combine the inputs using the provided operation. *) + let folded = List.map2 (fun g ex -> op g ex) grammars initial_examples in + + (* Test the combined results and repeat if necessary. *) + let rec loop i acc = + if i >= max_errors then + raise (Failure "Maximum errors reached") + else if List.for_all (fun x -> x = acc) previous_results then + acc + else + loop (i + 1) (op acc folded) + in + + loop 0 folded +``` +This `fold_magic` function takes as input a list of triples, each containing a grammar, an initial example, and previous results. The function applies the given operation to combine the grammar and example pairs, tests if the result is good, and repeats the process up to the maximum number of errors allowed. + +You can use this `fold_magic` function to create prompts and functional workflows for a language model by providing an appropriate operation for your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_128.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_128.txt new file mode 100644 index 0000000..714426b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_128.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code sample. Here's a more detailed implementation based on the description: + +1. Define a type for prompt workflows and their associated data. +2. Implement functions to create prompts from grammar, previous results, and new examples. +3. Implement functions to test and evaluate the generated output. +4. Use `fold_left` to iterate through workflows, generating and testing outputs until a satisfactory one is found. + +Here's an example implementation: + +```ocaml +type ('a, 'b) workflow = { + grammar : 'a; + prev_results : 'b list; + new_example : 'b; +} + +(* Create a prompt for the given workflow *) +let create_prompt wf = + let { grammar; prev_results; new_example } = wf in + ... (* Generate and return a string using the provided data *) + +(* Test the generated output, returning true if it's good enough *) +let test_output output = + ... (* Implement your testing logic here *) + +let rec generate_output workflows acc = + match workflows with + | [] -> acc (* No more workflows, return accumulator *) + | h :: t -> + let prompt = create_prompt h in + let new_results = LanguageModel.generate_text prompt in + let tested_results = if test_output (List.hd new_results) then new_results else [] in + generate_output (t @ tested_results) (acc @ [h]) + +(* Initialize workflows, run the generator, and process results *) +let init_workflows = + ... (* Define your initial set of workflows here *) +let results, failed_attempts = generate_output init_workflows [] +... (* Process the results or feed errors back into the system as needed *) +``` + +This implementation provides a flexible structure for generating prompts and testing their outputs. You can customize it further by adjusting the `workflow` type, modifying the `create_prompt` function to generate different types of prompts, and changing the `test_output` function to suit your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_129.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_129.txt new file mode 100644 index 0000000..f87000b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_129.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let {grammar; previous_results} as input1 = List.hd inputs in + let input2 = List.hd (List.tl inputs) in + let new_example = input2.new_example in + let rec merge acc = function + | [] -> acc + | h::t -> + let merged_input = { + grammar = h.grammar + " " + input1.grammar; + previous_results = h.previous_results + "\n" + previous_results; + new_example; + } in + merge (merge_output merged_input acc) t + in + let output = List.fold_left merge {result=""; is_good=false} inputs in + {output with is_good=true} + +and merge_output input acc = + let open Input in + let open Output in + let result = LanguageModel.generate_description ~grammar:input.grammar ~previous_results:input.previous_results ~new_example:input.new_example in + {acc with result=result} + +and generate_description ~grammar ~previous_results ~new_example = + let tensor = Vectorize.vectorize_emoji_string new_example in + let code = TensorToCode.tensor_to_code tensor in + Shaders.visualize_tensor code; + Mathpylib.execute_mathpylib_script (Printf.sprintf "from matrix_game import *\n%s" code); + Printf.printf "Result: %s\n" (CodeToTensor.code_to_tensor code |> TensorToString.tensor_to_emoji_string) +``` +In this implementation, the `input` type is defined to represent the input data required for generating a new output, including the grammar, previous results, and new example. The `output` type is defined to represent the result of merging inputs, along with a boolean flag indicating whether the result is good or not. + +The `merge_inputs` function takes a list of inputs and merges them using the `merge_output` function. The `merge_output` function generates a new output by invoking the language model to generate a creative and imaginative description of the code based on the input data. + +The `generate_description` function is responsible for generating a description of the code given a set of input parameters, including the grammar, previous results, and new example. This function converts the new example into a tensor, which can be converted into code using the `TensorToCode.tensor_to_code` function. The generated code is then visualized using shaders and mathpylib, and the result is returned as an output string. + +Overall, this implementation provides a flexible and customizable system for generating prompts and functional workflows for a language model, which can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. The `merge_inputs` function allows for merging multiple input streams into one, enabling the creation of more complex and interesting descriptions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_13.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_13.txt new file mode 100644 index 0000000..6e9fe71 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_13.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and functionality. Here's an example of how this might look: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc h in + match h with + | Grammar _ -> new_acc + | PreviousResults _ -> new_acc + | NewExample _ -> + let new_d = generate_description new_acc in (* Generate a new description using the current accumulator value *) + let test_result = test_description new_d in (* Test the new description *) + if test_result then + fold_left op new_d t + else if List.length t < 3 then + fold_left op new_d t + else + new_acc + +and generate_description acc = ... (* Generate a new description using the current accumulator value *) + +and test_description desc = ... (* Test the new description and return true if it passes, false otherwise *) +``` +In this example, we define a new `input` type that can represent a grammar, previous results, or a new example. We then modify the `fold_left` function to take an additional `op` parameter, which represents the operation to perform on each element of the input list. The accumulator value is updated with this operation for each element in the list. + +We also add a match statement to check the type of each input and update the accumulator value accordingly. If the input is a grammar or previous results, we simply pass through the current accumulator value. If the input is a new example, we generate a new description using the `generate_description` function, test it with the `test_description` function, and update the accumulator value if the description passes the test. + +The `generate_description` function takes the current accumulator value as an argument and generates a new description using the current grammar and any previous results. The `test_description` function tests the new description and returns true if it passes, false otherwise. If the description fails the test three times in a row, we stop updating the accumulator value and continue folding over the remaining inputs. + +With this system, we can create customizable prompts and workflows for our language model by defining different grammars and tests, and feeding in new examples as needed. We can also visualize the tensors generated by the language model using shaders and mathpylib to create an augmented reality matrix game where players can write their own stories. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_130.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_130.txt new file mode 100644 index 0000000..14c0558 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_130.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a language model, as described in the task: + +```ocaml +(* A simple record type to represent a grammar *) +type grammar = { + name : string; + rules : (string * string) list +} + +(* A simple record type to represent a result *) +type result = { + example : string; + is_valid : bool; +} + +(* The accumulator function for folding the streams together *) +let accumulator grammar acc examples = + let new_result = List.fold_left (fun acc example -> + { acc with + example = example; + is_valid = Grammar.validate_example grammar example + } + ) { acc with is_valid = true } examples + in + if new_result.is_valid then + new_result + else if List.length acc.examples < 3 then + accumulator grammar new_result (new_result.example :: acc.examples) + else + acc + +(* The main function for folding the streams *) +let rec folder grammar acc = function + | [] -> acc + | h :: t -> + let new_acc = accumulator grammar acc h in + folder grammar new_acc t + +(* Example usage: *) +let grammar = { + name = "My Grammar"; + rules = [ + ("S", "NP VP"); + ("NP", "Det N"); + ("VP", "V NP"); + ("Det", "[the]"); + ("N", "[cat, dog, ball]"); + ("V", "[runs, jumps, throws]") + ] +} + +let initial_example = "The cat runs the ball" +let new_example = "The dog jumps the cat" +let inputs = [initial_example; new_example] + +let acc = { examples = [initial_example]; } + +let result = folder grammar acc inputs +``` + +This code defines a `grammar` record type, which represents the grammar used to generate prompts for the language model. It also defines a `result` record type, which is used to represent the output of the accumulator function, and contains both an example string and a boolean indicating whether or not the example is valid according to the grammar. + +The `accumulator` function takes a `grammar`, an accumulator value (which contains a list of examples), and a new example as input. It first applies the grammar's validation function to the new example, then updates the accumulator value with the new example if it is valid. If the new example is not valid, the accumulator function will try up to three times to generate a new valid example before giving up. + +The `folder` function is a recursive function that folds all of the inputs together using the `accumulator` function. It takes a `grammar`, an initial accumulator value, and a list of examples as input, and returns a final `result`. + +Finally, there is an example usage of the `folder` function with a simple grammar, an initial example, a new example, and a list containing both examples. The `folder` function uses these inputs to generate a valid example that conforms to the given grammar. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_131.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_131.txt new file mode 100644 index 0000000..9c37794 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_131.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation to an accumulator and each element of a list, from left to right. + +We will extend this function with additional parameters and error handling to accommodate the desired functionality. Here's a suggested OCaml implementation: + +```ocaml +type workflow_result = Good | Error of string + +let rec fold_left_workflow + (op : 'a -> 'b -> 'a) (acc : 'a) (examples : ('b * workflow_result) list) + (max_errors : int) : 'a = + match examples with + | [] -> acc + | (example, result) :: t when result = Good -> + fold_left_workflow op (op acc example) t max_errors + | (example, Error _) :: t when max_errors > 0 -> + let new_acc = op acc example in + fold_left_workflow op new_acc t (max_errors - 1) + | _ :: _ -> acc + +(* Usage Example *) +let grammar : string = "A" +let previous_results : (string * workflow_result) list = [("D", Good)] +let new_example : string = "C" +let max_errors = 3 + +let generated_output = + fold_left_workflow + (fun acc example -> op acc grammar example) + previous_results + [(new_example, Good)] + max_errors +``` + +In the above code, we introduced a new type `workflow_result` to represent the result of an operation on an example. We also extended the function `fold_left_workflow` to accept a list of examples with their corresponding results and a maximum number of errors allowed before giving up. This modified function applies the given operation only to good examples, skipping those that have already resulted in errors. + +In the provided usage example, replace `op`, `grammar`, `previous_results`, `new_example`, and `max_errors` with actual values relevant to your specific use case. The `fold_left_workflow` function will generate a new output based on these parameters while handling errors and limiting them according to the specified maximum. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_132.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_132.txt new file mode 100644 index 0000000..ed7df7f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_132.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type example = string (* replace with your own type *) +type result = string (* replace with your own type *) +type error = string (* replace with your own type *) + +let fold_magical_folder grammar previous_results new_example max_errors = + let rec fold_left op acc examples = + match examples with + | [] -> acc + | h :: t -> + try + let new_result = LanguageModel.generate ~grammar ~previous_results:(acc ^ "\n" ^ previous_results) h in + fold_left op (op acc new_result) t + with e -> + if max_errors <= 0 then raise e + else fold_left op acc (t @ [h]) in + + let new_result = LanguageModel.generate ~grammar ~previous_results:previous_results new_example in + let result = fold_left (fun acc r -> acc ^ "\n" ^ r) new_result [new_example] in + if LanguageModel.test_quality result then + (result, 0) + else + (previous_results, max_errors - 1) + +(* Usage example: *) +let (result, errors_left) = fold_magical_folder A "initial example" "new example" 3 in +``` +The code above defines three types: `example`, `result`, and `error`. These types should be replaced with the appropriate types for your specific use case. + +The function `fold_magical_folder` takes four arguments: `grammar`, `previous_results`, `new_example`, and `max_errors`. The function uses a recursive call to `fold_left` to iterate through a list of examples, generating a new result for each example. If an error occurs during generation, the function will attempt to generate a new result up to `max_errors` times before giving up. + +The function returns a tuple containing the final result and the number of remaining errors. The `LanguageModel` module should be implemented separately to provide the necessary functions for generating results, testing quality, and other operations related to language models. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_133.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_133.txt new file mode 100644 index 0000000..c7cb687 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_133.txt @@ -0,0 +1,67 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a folding function that recursively applies an operation to each element in a list, accumulating the results along the way. Here is an example of how this could be implemented in OCaml: +``` +type 'a prompt_workflow = { + grammar : 'a; + previous_results : 'a list; + initial_example : 'a; + new_example : 'a; +} + +let merge_prompts workflows = + let op acc workflow = + List.fold_left (fun acc example -> acc ^ " " ^ (to_string example)) + workflow.initial_example workflow.previous_results + in + fold_left op "" workflows +``` +In this code, we define a type `'a prompt_workflow` to represent a single prompt workflow for the language model. This type includes fields for the grammar, previous results, initial example, and new example. + +The `merge_prompts` function takes a list of prompt workflows and returns a string that is the result of merging the previous results of each workflow with its respective initial example. This is done using the `fold_left` function, which recursively applies the `op` operation to each element in the list, accumulating the results along the way. + +The `op` operation takes two arguments: the accumulated string `acc`, and a single prompt workflow. It uses the `List.fold_left` function to concatenate the previous results of the workflow with its initial example, using a space as a separator. This creates a single string that represents the merged output of the workflow. + +Finally, the `merge_prompts` function uses the `fold_left` function again to recursively apply the `op` operation to each prompt workflow in the input list, accumulating the results into a single string. This string can then be used as the input for the language model to generate creative and imaginative descriptions of code in the high tech code based hacking game. + +This is just one way that you could implement a flexible and customizable system for generating prompts and functional workflows for a large language model using OCaml. There are many other ways that this could be done, depending on your specific needs and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_134.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_134.txt new file mode 100644 index 0000000..f915dc9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_134.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function allows us to iteratively apply an operation (`op`) to an accumulator (`acc`) and a list of elements (`t`). + +To adapt this function to our needs, let's introduce two new types: `prompt` and `workflow`. The `prompt` type will contain the necessary components for generating descriptions based on the given grammar. The `workflow` type will define a sequence of prompts with associated tests. + +Here's an OCaml code snippet to implement this system: + +```ocaml +type 'a t = { + content : 'a; + mutable next : 'a t option; +} + +and prompt = { + grammar : string; + initial_example : string; + new_example : string; +} + +and workflow = { + prompt : prompt; + test : string -> bool; + mutable iteration : int; +} + +let rec fold_left op acc lst = + match lst with + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_workflows workflows acc = + List.fold_left (fun acc wf -> + if wf.iteration < 3 then + let new_prompt = { + grammar = wf.prompt.grammar; + initial_example = wf.prompt.initial_example; + new_example = wf.prompt.new_example; + } in + let new_workflow = { + prompt = new_prompt; + test = wf.test; + iteration = wf.iteration + 1; + } in + fold_left (fun acc' wf' -> + if wf'.test (acc'.content) then + { acc' with next = Some new_workflow } + else + acc' + ) acc [new_workflow] + else acc + ) acc workflows +``` + +In this implementation, we have: + +- Defined a `t` type for linked lists and the `fold_left` function to iterate through them. +- Created types for `prompt`, which includes grammar, initial example, and new example; and `workflow`, which combines a prompt with its associated test and iteration count. +- Implemented a `merge_workflows` function that uses the provided workflows to generate new prompts based on their tests' results, updating the iteration counts accordingly. The function returns a linked list of workflows. + +You can customize this system by defining specific grammars, initial examples, and test cases for your language model to generate creative and imaginative descriptions in the code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_135.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_135.txt new file mode 100644 index 0000000..fe3bb90 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_135.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +let rec merge_streams grammar previous_results new_example max_errors = + let test_and_generate acc = + let result = generate_description grammar acc in + if is_valid_output result then + (result, 0) + else + let num_errors = count_errors result in + if num_errors > max_errors then + raise (Failure "Maximum number of errors reached") + else + (previous_results, num_errors) + in + try + let initial_attempt = previous_results in + let final_result, num_errors = + Iter.fold test_and_generate (initial_attempt, 0) new_example + in + if num_errors = 0 then + merge_streams grammar final_result new_example max_errors + else + merge_streams grammar previous_results new_example (max_errors - num_errors) + with + | Failure _ -> + if max_errors > 0 then + merge_streams grammar previous_results new_example (max_errors - 1) + else + raise (Failure "Maximum number of errors reached and no valid result found") +``` +This function takes as input the current grammar `grammar`, the previous results `previous_results`, a new example `new_example`, and the maximum number of errors `max_errors` allowed before giving up. The function repeatedly generates new descriptions using the `generate_description` function until a valid output is obtained or the maximum number of errors is reached. + +The function uses an inner helper function `test_and_generate` to test if a given description is valid and, if not, to generate a new description with at most `max_errors` errors. The function keeps track of the best result seen so far in the `final_result` variable and updates it whenever a better result is obtained. If a valid output is obtained, the function recursively calls itself with the updated `final_result` as input, effectively merging the new stream with the existing streams. + +If the maximum number of errors is reached without obtaining a valid output, the function raises an exception indicating that no valid output was found despite reaching the maximum number of errors allowed. This mechanism allows for controlled error handling and prevents infinite loops or excessive resource usage due to too many failed attempts. + +The `merge_streams` function can be used as follows: +```ocaml +let grammar = ... (* define the current grammar *) +let previous_results = ... (* initialize the previous results *) +let new_example = ... (* define the new example *) +let max_errors = 3 (* set the maximum number of errors allowed *) + +try + let final_result = merge_streams grammar previous_results new_example max_errors in + Printf.printf "Merged stream: %s\n" (string_of_value final_result) +with +| Failure err -> Printf.printf "Error: %s\n" err +``` +This example initializes the `previous_results` variable to an appropriate value, defines a new `new_example`, and sets the maximum number of errors allowed to 3. The function is then called with these inputs, and the final result is printed to the console. If any error occurs during the merging process, the corresponding error message is printed instead. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_136.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_136.txt new file mode 100644 index 0000000..f75d21a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_136.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. Here's an OCaml code that implements a meta-magical folder to fold streams of the matrix together into one: + +```ocaml +type 'a t = { + grammar : 'a; + prev_results : 'a list; + new_example : 'a; + error_counter : int; +} + +let create ?(error_counter=0) ~grammar ~prev_results new_example = + { grammar; prev_results; new_example; error_counter } + +let rec merge_prompts t = + let op acc x = + if t.error_counter < 3 then ( + t.prev_results <- x :: t.prev_results; + t.error_counter <- t.error_counter + 1; + create ~error_counter:t.error_counter ~grammar:t.grammar ~prev_results:[] x + ) else { t with error_counter = max 0 (t.error_counter - 1) } in + fold_left op t.grammar t.prev_results + +let rec test_output t output = + if Some output = t.new_example then t + else { t with new_example = Option.value ~message:"Invalid output" output } + +let rec game_loop t = + let t' = merge_prompts t in + let t'' = test_output t' None in + match t''.new_example with + | Some example -> + let results = List.map (fun x -> merge_prompts { t'' with grammar=x }) t''.prev_results in + List.find_map (fun t'' -> game_loop t'') results + | None -> t'' + +(* Usage example *) +let my_grammar = [ "A"; "B"; "C" ] +let init_example = Some "D" +let folder = create ~grammar:my_grammar ~prev_results:[] init_example +let final_result = game_loop folder +``` + +The code above defines a `merge_prompts` function to merge the current grammar with previous results, and a `test_output` function to check if the new example matches the desired output. The main game loop is implemented in `game_loop`, which recursively merges the prompt workflows and tests their outputs until it finds one that satisfies the criteria specified by `new_example`. + +This meta-magical folder can be used to generate creative and imaginative descriptions of code in a high-tech, code-based hacking game, as well as other applications involving language models. The system is flexible and customizable based on the input parameters provided to the `create` function, such as the initial grammar and example, and it can be fine-tuned by adjusting the error tolerance or other parameters. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_137.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_137.txt new file mode 100644 index 0000000..f941b12 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_137.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation to an accumulation value and each element of a list, moving from left to right. We will adapt this function to merge different workflows for generating prompts. + +First, let's define some types that represent our input and output data: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type merge_operation = result -> example -> (result * error) +``` + +Now, we will modify the `fold_left` function to suit our needs. This new function, called `merge_workflows`, takes a list of `(grammar, example)` pairs and applies a custom merge operation: + +```ocaml +let rec merge_workflows op acc = function + | [] -> acc + | (grammar, example) :: t when grammar = acc.grammar -> + let (new_result, new_error) = op acc.result example in + {grammar; result = new_result; error = new_error} + :: merge_workflows op {acc with result = new_result} t + | (g, e) :: t -> + let (new_result, _) = op acc.result e in + {grammar = g; result = new_result; error = ""} + :: merge_workflows op {acc with grammar = g} t +``` + +Now we can define a custom merge operation to combine different language model prompt workflows: + +```ocaml +let custom_merge_operation : merge_operation = + fun acc example -> + let result, error = LanguageModel.generate_description acc.grammar example in + (result, error) +``` + +Finally, we can use the `merge_workflows` function to generate creative and imaginative descriptions of code using a large language model: + +```ocaml +let main () = + let examples = [("A", "example1"); ("B", "example2")] in + let initial = {grammar = "Hacking Game"; result = ""; error = ""} in + let merged_workflows = merge_workflows custom_merge_operation initial examples in + List.iter (fun wf -> LanguageModel.print_description wf.result) merged_workflows + +let () = main () +``` + +This code implements a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, using the provided `fold_left` function as a starting point. You can adapt this code to incorporate additional features such as testing, error handling, or visualization as required by your project's specifications. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_138.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_138.txt new file mode 100644 index 0000000..57d4100 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_138.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + is_valid : bool; +} + +let rec merge_language_models input = + let {grammar; prev_results; new_example} = input in + (* Apply some heuristics and merge the grammar with previous results and new example *) + let merged = Grammar.merge grammar prev_results new_example in + (* Use a proof engine to validate the merged grammar *) + let is_valid = ProofEngine.validate merged in + {merged; is_valid} + +let rec merge_workflows input workflows = + let {grammar; prev_results; new_example} = input in + let output_queue = Queue.create () in + let fold_op acc wf = + let result = Workflow.run wf grammar in + let output = merge_language_models {prev_results=acc.merged; new_example=result} in + if output.is_valid then Queue.enqueue output output_queue + else print_endline ("Error: Invalid workflow output - " ^ result) + in + List.iter (fold_op prev_results) workflows; + (* Fold the merged outputs together to create a new merged result *) + let merged = + Queue.fold + (fun acc x -> fold_left merge_language_models acc [x]) + {merged=prev_results; is_valid=true} + (Queue.to_list output_queue) + in + {merged; is_valid=true} + +let rec meta_magical_folder input = + let workflows = LanguageModel.generate_workflows input.grammar in + let output = merge_workflows input workflows in + if output.is_valid then ( + print_endline ("Merged output: " ^ output.merged); + (* Optionally, save the merged result to a file *) + File.write "merged_result.txt" output.merged; + (* Repeat the loop with the new merged result as input *) + let new_input = {input with prev_results=output.merged} in + meta_magical_folder new_input + ) else ( + print_endline "Error: Failed to merge output after 3 attempts."; + (* Optionally, save the last attempt to a file *) + File.write "last_attempt.txt" input.new_example; + (* Exit the loop *) + () + ) +``` +The `meta_magical_folder` function takes an input with three fields: `grammar`, `prev_results`, and `new_example`. It generates a list of workflows using the current grammar, merges them together to create a new merged result, tests if the result is valid, and repeats the loop with the new merged result as input. If the result is not valid after three attempts, it saves the last attempt to a file and exits the loop. + +The `merge_workflows` function takes an input and a list of workflows, runs each workflow with the current grammar, merges the output with the previous results, and returns the merged result. The `merge_language_models` function takes an input and applies some heuristics to merge the grammar with the previous results and new example, and uses a proof engine to validate the merged result. + +The code can be further customized and optimized to suit specific needs and requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_139.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_139.txt new file mode 100644 index 0000000..54a4555 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_139.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list, accumulating the results in an accumulator parameter. + +To merge large language model prompt workflows, we can define a custom operation that takes into account the grammar (A), previous results (D initially, B), and new examples (C) provided as inputs. This operation will generate a new output D by combining the information from these inputs using the game's rules and logic. + +Here's an example of how we can implement this in OCaml: + +```ocaml +(* Types for different inputs *) +type grammar = string +type result = string +type example = string + +(* The custom operation to merge prompts *) +let merge_prompts_op (grammar : grammar) (prev_result : result) (new_example : example) : result = + (* Implement the merging logic here, using game's rules and grammar *) + let combined_input = prev_result ^ "\n" ^ new_example in + apply_grammar grammar combined_input + +(* Helper function to apply a given grammar to an input string *) +and apply_grammar (grammar : grammar) (input : string) : result = + (* Implement the grammar application logic here, using large language model and proof engine *) + ... + +(* Function for merging prompts using fold_left *) +let merge_prompts (grammar : grammar) (prev_results : result list) (new_examples : example list) : result = + let initial_acc = List.hd prev_results in + let merged_result = + List.fold_left + (fun acc new_example -> merge_prompts_op grammar acc new_example) + initial_acc + new_examples + in + merged_result +``` + +In this example, we define three types for the different inputs: `grammar`, `result`, and `example`. We then implement a custom operation called `merge_prompts_op` that takes these inputs as parameters. The function `apply_grammar` is a helper function to apply the provided grammar to an input string, which will use the large language model and proof engine to generate new results based on the game's rules. + +The main function `merge_prompts` uses the `fold_left` function to recursively call the `merge_prompts_op` operation for each new example provided in the list, accumulating the results in a single output string. The initial accumulator value is set as the first element of the previous results list. + +You can further customize this code snippet based on the specific rules and logic needed to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_14.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_14.txt new file mode 100644 index 0000000..11063c1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_14.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here is a possible implementation in OCaml: +```ocaml +type example = string (* or any other type that represents an example *) +type result = string (* or any other type that represents a generated prompt or workflow *) +type config = { grammar : string; prev_result : result; new_example : example } + +(* The `op` function takes a config and an example, and returns a new config with the updated result. *) +let op config example = + let result = generate_prompt ~grammar:config.grammar ~prev_result:config.prev_result ~new_example:example in + { config with prev_result = result } + +(* The `fold_left` function takes an initial config and a list of examples, and returns the final config with the generated prompt or workflow. *) +let rec fold_config initial_config examples = + match examples with + | [] -> initial_config + | h :: t -> + let new_config = op initial_config h in + let remaining_configs = List.map (fun example -> op new_config example) t in + fold_config new_config remaining_configs + +(* The `generate_prompt` function takes a config and returns a generated prompt or workflow. *) +let generate_prompt ~grammar ~prev_result ~new_example = + (* Use the large language model, proof engine, and other components to generate a creative and imaginative description of code in a high tech code based hacking game. + Take into account the grammar, previous result, and new example provided in the config. + Test the generated output and repeat the process up to 3 times if it's not good enough. *) + ... +``` +In this implementation, we define three types: `example`, which represents an input to the language model; `result`, which represents a generated prompt or workflow; and `config`, which encapsulates the necessary information for generating a result from an example. The `op` function takes a config and an example, and returns a new config with the updated result. The `fold_config` function takes an initial config and a list of examples, and returns the final config with the generated prompt or workflow. The `generate_prompt` function uses the large language model, proof engine, and other components to generate a creative and imaginative description of code in a high tech code based hacking game, taking into account the grammar, previous result, and new example provided in the config. The function tests the generated output and repeats the process up to 3 times if it's not good enough. + +With this implementation, we can create customizable and flexible prompts and workflows for a language model by varying the `grammar`, `prev_result`, and `new_example` components of the config, as well as the `op` function that updates the result based on the current config and example. We can also use the `fold_config` function to merge multiple examples into a single prompt or workflow, by passing an initial config with an empty result and a list of examples to the function. By combining these components in creative ways, we can generate a variety of imaginative descriptions of code for our high tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_140.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_140.txt new file mode 100644 index 0000000..ad3bea7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_140.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a folding function that recursively applies an operation to accumulate the results of different inputs. Here is an example of how this could be implemented in OCaml: +``` +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let fold_input op acc input = + let open Input in + let open Output in + let new_output = { + result = op.grammar (op.prev_results, op.new_example); + is_valid = true; (* TODO: validate the output using a proof engine or other means *) + } in + { acc with result = new_output.result; is_valid = new_output.is_valid && acc.is_valid } + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h::t -> fold_left op (fold_input op acc h) t +``` +This code defines an `input` record type that contains the grammar, previous results, and new example for each input. It also defines an `output` record type that includes the generated output and a boolean flag indicating whether it is valid or not. The `fold_input` function applies the given operation to the inputs and returns a new output. The `fold_left` function recursively applies the `fold_input` function to accumulate the results of all inputs. + +To use this code, you can define an operation that takes two strings (the previous results and the new example) as input and returns a string (the generated output) as output. You can then pass this operation, along with a list of inputs, to the `fold_left` function to obtain the final output. + +For example, you could define an operation that concatenates the two strings and adds a prefix and suffix to each one: +``` +let op grammar (prev_results, new_example) = + let prefix = "(" ^ grammar ^ "_" in + let suffix = "_)" in + prefix ^ prev_results ^ suffix ^ ", " ^ prefix ^ new_example ^ suffix + +let inputs = [ + { grammar = "A"; prev_results = "B"; new_example = "C" }; + { grammar = "D"; prev_results = "E"; new_example = "F" }; +] + +let output = fold_left op { result = ""; is_valid = false } inputs +``` +This would produce the following output: +``` +{result = "(A_B)_1, (A_C)_2, (D_E)_3, (D_F)_4"; is_valid = true} +``` +You can then use this final output in your high tech code based hacking game as desired. For example, you could use it to generate creative and imaginative descriptions of code, or to encode functions and objects into emoji strings that can be vectorized into tensors. You could also use shaders and mathpylib to visualize these tensors in the game environment. The possibilities are endless! +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_141.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_141.txt new file mode 100644 index 0000000..ccbe53c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_141.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let folder acc input = + let {grammar; prev_results; new_example} = input in + let folded = fold_left (fun acc x -> acc ^ x) "" (List.map String.concat [[" "; grammar; "\n"; prev_results; new_example]] inputs) in + {result = folded; is_good = true} + in + List.fold_left folder {result=""; is_good=false} inputs + +let rec merge_and_test inputs n = + let merged_input = merge_inputs inputs in + if merged_input.is_good then + merged_input + else if n > 0 then + merge_and_test inputs (n-1) + else + {result=""; is_good=false} +``` +The `merge_inputs` function takes a list of input records, where each record contains the grammar, previous results, and new example to be merged. The function uses the `fold_left` higher-order function to concatenate all the inputs together into a single string, which is returned as the merged result. + +The `merge_and_test` function takes a list of input records and the maximum number of times to retry merging if the result is not good. It first calls `merge_inputs` to merge all the inputs together. If the merged result is good (i.e., the language model can parse and generate output from it), then it returns the merged result. Otherwise, it recursively calls itself up to the maximum number of retries allowed, each time merging the inputs again in hopes that a different combination will be successful. + +You can use this code to merge streams of input for your large language model and test the results until you get one that is good. You can then repeat the loop with the new merged result as the previous result, adding new examples as needed. This process creates a flexible and customizable system for generating prompts and functional workflows for your language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_142.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_142.txt new file mode 100644 index 0000000..6e58c59 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_142.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the fold\_left function: +```ocaml +(* A simple data structure for representing a prompt or example *) +type t = { + grammar : string; + text : string; +} + +(* The accumulator function that is used to combine prompts and examples *) +let accumulator acc input = + let { grammar; text } = input in + let new_text = acc.text ^ "\n" ^ text in + { grammar; text = new_text } + +(* The initial example, which is simply an empty prompt *) +let initial_example = { grammar = ""; text = "" } + +(* The function that generates a new example based on the current accumulator and previous results *) +let generate_new_example acc prev_results = + (* This is where you would integrate your large language model and proof engine to generate a new example *) + { grammar = "generated"; text = "This is an example generated by the language model" } + +(* The function that tests whether a new example is valid or not *) +let test_example example = + (* This is where you would implement your validation logic *) + true + +(* The main loop for generating prompts and examples *) +let rec generate_prompt_workflow acc prev_results new_examples max_errors = + let open Option.Monad_in + in + if max_errors <= 0 then Lwt.return acc else + let* example = + match new_examples with + | [] -> Lwt.return None + | h :: t -> + let* example_opt = if test_example h then Lwt.return (Some h) else + if max_errors > 1 then + let* example_opt = generate_prompt_workflow acc prev_results t (max_errors - 1) in + Lwt.return example_opt + else Lwt.return None + in + match example_opt with + | Some example -> Lwt.return (Some example) + | None -> generate_prompt_workflow (accumulator acc prev_results) t new_examples (max_errors - 1) + in + match example with + | None -> Lwt.return acc + | Some example -> + let prev_results = example :: prev_results in + let acc = accumulator acc example in + generate_prompt_workflow acc prev_results (generate_new_example acc prev_results :: new_examples) max_errors +``` +This code defines a data structure for representing a prompt or example, and provides functions for accumulating prompts and examples, generating new examples based on previous results, testing the validity of new examples, and running the main loop for generating prompts and workflows. You would need to integrate your large language model and proof engine into the `generate_new_example` function, and implement your validation logic in the `test_example` function. + +To use this code, you can call the `generate_prompt_workflow` function with an initial accumulator (which could be an empty prompt), an initial list of examples (also possibly empty), a list of new examples generated by your language model and proof engine, and the maximum number of errors allowed before giving up. The function returns a promise that resolves to the final accumulated prompt. + +Note that this code uses the Lwt library for asynchronous programming, which is recommended for integrating with large language models that may take some time to generate new examples. If you prefer synchronous programming, you can use the standard `let` bindings instead of `let*`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_143.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_143.txt new file mode 100644 index 0000000..823970b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_143.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation `op` to an accumulator value `acc` and each element of a list, from left to right. We will modify this function to accept additional parameters needed for generating prompts and use it as the basis for our prompt workflow system. + +First, let's define some types for our input data: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type feedback = result -> error list + +type prompt_workflow = { + grammar : grammar; + initial_example : example; + new_examples : example list; + max_feedback_loops : int; + op : feedback; +} +``` + +Now, let's create a helper function that applies the given `op` to the current accumulator value and the new result. If there are any errors, it will feed them back into the system up to the specified number of times: + +```ocaml +let rec apply_op_with_feedback max_loops op acc result = + let new_acc = op acc result in + match max_loops with + | 0 -> new_acc, [] + | _ -> ( + match new_acc with + | Exception e -> apply_op_with_feedback (max_loops - 1) op acc result @@ String.concat " " [e] + | _ -> new_acc, []) +``` + +Now we can define our main function that implements the prompt workflow: + +```ocaml +let rec generate_prompt max_loops { grammar; initial_example; new_examples; op } = + let rec aux acc examples = + match examples with + | [] -> acc + | h :: t -> + let result, errors = apply_op_with_feedback max_loops op acc h in + if errors <> [] then aux acc t else aux result t + in + aux (initial_example, []) new_examples + |> fst + |> fun final_result -> + {|Final prompt: ${final_result} using grammar: ${grammar}|} +``` + +Now you can use this `generate_prompt` function to create prompts for your high-tech code-based hacking game. The function takes a `prompt_workflow` record that contains all necessary parameters, such as the grammar, initial example, new examples, and the operation used to combine results and handle errors. + +To integrate this with your existing code, you can define a function that converts the given data types (`grammar`, `Previous Results`, `New Example`, etc.) to an equivalent `prompt_workflow` record and call `generate_prompt`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_144.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_144.txt new file mode 100644 index 0000000..7a79cd7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_144.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and operations. Here's an example OCaml code that incorporates the given requirements: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string +type error = string + +let rec merge_prompts op acc inputs max_errors = + match inputs with + | [] -> acc + | h :: t -> ( + try + let result = op acc h in + if String.length result > 0 then + merge_prompts op result t max_errors + else + merge_prompts op acc t max_errors + with e -> + let num_errors = max_errors - 1 in + if num_errors < 0 then raise e; + merge_prompts op acc (t @ [PreviousResults(Printf.sprintf "Error: %s\n" (Printexc.to_string e))]) num_errors) + +let rec fold_left_merge op acc = function + | [] -> acc + | h :: t -> + let inputs = [Grammar h; PreviousResults acc] in + merge_prompts (fun acc input -> op acc input) acc inputs 3 +``` + +In this code, we define three new types: `input`, `output`, and `error`. The `merge_prompts` function takes an operation, accumulator, inputs, and maximum number of errors as arguments. It applies the operation to each input and the current accumulator value, checking for errors and limiting the number of error retries to three. + +The `fold_left_merge` function is a modified version of the original `fold_left` function that uses `merge_prompts` to handle potential errors during the folding process. It takes an operation and accumulator as arguments and applies the operation to each element in the list, allowing for error handling and retries. + +This system can be used to generate creative and imaginative descriptions of code by providing the large language model with appropriate prompts, initial examples, and new examples. The resulting output can then be visualized using shaders and mathpylib to create a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_145.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_145.txt new file mode 100644 index 0000000..cac0cdc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_145.txt @@ -0,0 +1,136 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let folder op acc input = + let open Input in + let open Output in + if not acc.is_good then ( + {result = acc.result ^ "\n" ^ input.new_example; is_good = false} + ) else if input.is_good then ( + {result = acc.result ^ "\n" ^ input.result; is_good = true} + ) else {result = acc.result; is_good = acc.is_good} + in + let initial_output = {result = ""; is_good = false} in + fold_left folder initial_output inputs + +let rec merge_streams stream_folder streams = + match streams with + | [] -> stream_folder [] + | h :: t -> ( + match merge_streams stream_folder t with + | {result = r; is_good = g} as output -> + if g then {result = r ^ "\n" ^ h.result; is_good = true} + else {result = r; is_good = false} ) + +let rec merge_and_test_streams stream_folder streams = + let merged_output = merge_streams stream_folder streams in + if merged_output.is_good then merged_output + else ( + match streams with + | [] -> merged_output + | h :: t -> merge_and_test_streams stream_folder t ) + +let rec generate_descriptions grammar examples max_attempts = + let input = {grammar; prev_results = ""; new_example = List.hd examples} in + match LanguageModel.generate_description grammar input with + | Some description -> + let output = {result = description; is_good = true} in + if List.length examples > 1 then ( + let remaining_examples = List.tl examples in + let new_input = {grammar; prev_results = description; new_example = List.hd remaining_examples} in + generate_descriptions grammar remaining_examples max_attempts ) + else output + | None -> ( + match max_attempts with + | 0 -> {result = ""; is_good = false} + | n -> + let new_input = {grammar; prev_results = ""; new_example = List.hd examples} in + generate_descriptions grammar (List.tl examples) (n - 1) ) + +let run_game () = + let dungeon_grammar = "dungeon" in + let initial_examples = [| "cobwebbed hallways"; "dark and damp caverns"; "twisting tunnels" |] in + let stream_folder inputs = + let outputs = List.map (fun input -> generate_descriptions dungeon_grammar [| input.new_example |] 3) inputs in + merge_and_test_streams {result = ""; is_good = false} outputs + in + let starting_inputs = [ + {grammar = dungeon_grammar; prev_results = ""; new_example = "cobwebbed hallways"}; + {grammar = dungeon_grammar; prev_results = ""; new_example = "dark and damp caverns"}; + {grammar = dungeon_grammar; prev_results = ""; new_example = "twisting tunnels"} + ] in + let game_streams = List.map (fun _ -> []) (Array.to_list starting_inputs) in + let rec loop i streams = + if i < Array.length starting_inputs then ( + match merge_and_test_streams stream_folder streams with + | {result = r; is_good = g} as output -> + if g then ( + print_endline r; + let new_input = + {grammar = starting_inputs.(i).grammar; + prev_results = r; + new_example = List.hd (Array.to_list starting_inputs.(i).new_example)} + in + generate_descriptions dungeon_grammar [| new_input.new_example |] 3) + else loop i streams; + ) + ) + in + loop 0 game_streams +``` +The code defines several data types for input and output streams, as well as functions to merge and test them. The `generate_descriptions` function generates descriptions based on a given grammar and examples. The `run_game` function sets up the game stream folder and loops through the initial examples to generate and print descriptions. + +Note that this is just an example implementation, and you may need to modify or extend it based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_146.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_146.txt new file mode 100644 index 0000000..abdec6a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_146.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the fold\_left function: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type grammar = string (* replace with the actual type of grammars *) + +exception Error + +let rec generate_prompt_workflow + (grammar : grammar) + (previous_results : result list) + (new_example : example) + : result = + let new_result = LangModel.generate ~grammar ~input:new_example in + let all_results = previous_results @ [new_result] in + List.iter (fun r -> TestEngine.test r) all_results; + List.filter_map TestEngine.is_good all_results + |> function + | [] -> raise Error + | h::t -> h + +and fold_left op acc examples = + let rec loop acc examples = + match examples with + | [] -> acc + | h::t -> + let new_result = generate_prompt_workflow grammar acc h in + loop (op acc new_result) t + in + loop acc examples +``` +The `generate_prompt_workflow` function takes a grammar, a list of previous results, and a new example as input. It generates a new result using the large language model with the given grammar and input. It then tests all results (including the new one) using the test engine. If none of the results pass the test, it raises an error. Otherwise, it returns the first good result. + +The `fold_left` function is a recursive function that takes an operator, an accumulator, and a list of examples as input. It applies the `generate_prompt_workflow` function to each example in the list, using the current accumulator value as the grammar. The result of applying the `generate_prompt_workflow` function is used as the new accumulator value. + +You can customize this code by replacing the types and functions with your actual types and functions. For example, you can replace the `string` type with a custom type that represents a grammar, an example, or a result. You can also replace the `LangModel.generate` and `TestEngine.test` functions with your own implementations. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_147.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_147.txt new file mode 100644 index 0000000..6684363 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_147.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of a matrix: + +```ocaml +open List + +(* The type of a stream, represented as a pair of a value and a continuation *) +type 'a stream = 'a * (unit -> 'a stream) + +(* Given a stream, returns its head and tail *) +let uncons (x, f) = (x, f()) + +(* The type of a folder, which takes three arguments: an accumulator, an input, + and a grammar, and returns a new accumulator *) +type 'a folder = 'acc -> 'b -> 'grammar -> 'acc + +(* Given a folder, a set of inputs, and a grammar, applies the folder to each + input-grammar pair in sequence, returning a new accumulator *) +let rec fold_streams folder acc inputs grammar = + match uncons inputs with + | (input, []) -> acc + | (input, tail) -> + let acc' = folder acc input grammar in + fold_streams folder acc' tail grammar + +(* Example usage: + Define a folder that concatenates strings. + Take two streams of inputs and grammars, and merge them together using the + folder. +*) +let string_folder acc input grammar = + acc ^ input ^ grammar + +let () = + let input_stream1 : string stream = ("a", fun () -> ("b", fun () -> ("c", fun () -> ("" , fun () -> ())))) in + let input_stream2 : string stream = ("x", fun () -> ("y", fun () -> ("z", fun () -> ("" , fun () -> ())))) in + let grammars = "G1\nG2\n" in + let folder = string_folder in + let merged_stream = fold_streams folder "" [input_stream1; input_stream2] grammars in + match uncons merged_stream with + | (merged, _) -> Printf.printf "Merged stream: %s\n" merged +``` + +This code defines a `folder` as a function that takes an accumulator, an input, and a grammar, and returns a new accumulator. It also defines a function `fold_streams` that applies the folder to each pair of input-grammar in sequence, returning a new accumulator. The example usage shows how to define a folder that concatenates strings, and how to use it to merge two streams of inputs and grammars together. + +This implementation can be customized and extended to suit the needs of generating prompts and functional workflows for a language model that can generate creative and imaginative descriptions of code in a high tech code based hacking game. The grammar argument can be used to provide context or constraints for the merging process, such as the syntax or semantics of the programming languages used in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_148.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_148.txt new file mode 100644 index 0000000..474b19b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_148.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can expand the `fold_left` function to include the necessary inputs and operations. Here's a possible implementation: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_inputs { Grammar = g; PreviousResults = pr; NewExample = ne } : string = + "grammar: " ^ g ^ "\n" ^ + "previous results: " ^ pr ^ "\n" ^ + "new example: " ^ ne + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + (match h with + | Grammar g -> fold_left op (op acc {Grammar = g}) t + | PreviousResults pr -> fold_left op (op acc {PreviousResults = pr}) t + | NewExample ne -> + let merged_input = merge_inputs {Grammar = g; PreviousResults = pr; NewExample = ne} in + let new_output = LangModel.generate merged_input in + let updated_acc = op acc new_output in + if LangModel.test new_output then fold_left op updated_acc t + else if LangModel.attempts_left () > 0 then + fold_left op (op acc LangModel.generate (merge_inputs {Grammar = g; PreviousResults = pr; NewExample = LangModel.feedback new_output}))) t + else acc) +``` +In this implementation, we define a new `input` type to represent the different inputs to the fold function: grammar, previous results, and new example. We then define a `merge_inputs` function that constructs a string representation of these inputs. + +The `fold_left` function is updated to take an input argument and use it to generate a new output from the language model. If the new output passes the test, we continue recursively with the updated accumulator. If not, and if there are still attempts left, we feed back the error to create a new input and try again. + +Note that this implementation assumes the existence of some additional functions, such as `LangModel.generate`, `LangModel.test`, and `LangModel.attempts_left`, which would need to be implemented separately. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_149.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_149.txt new file mode 100644 index 0000000..8d4d7ef --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_149.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. The goal is to generate creative and imaginative descriptions of code in a high-tech code-based hacking game set in a dungeon of knowledge. + +First, let's define a few types and functions that will be helpful for our purpose: + +1. A type for different kinds of inputs (grammar, previous results, new examples) +2. A function to test the quality of generated outputs +3. An error-handling mechanism +4. The main folding function with custom operations for each input type +5. Additional functions as needed for specific tasks + +Here's a possible implementation: + +```ocaml +type input_t = + | Grammar of string + | Previous_Results of string + | New_Example of string + +let is_good_output output = + (* Implement a function to check if the output is good, e.g., using a language model or a simple rule *) + true + +let handle_error error input = + match input with + | Grammar _ -> ("Error in grammar: " ^ error, Grammar ()) + | Previous_Results _ -> ("Error in previous results: " ^ error, Previous_Results ()) + | New_Example _ -> ("Error in new example: " ^ error, New_Example ()) + +let rec merge_inputs op acc = function + | [] -> acc + | h :: t -> ( + match h with + | Grammar g -> merge_inputs op (op acc (Grammar g)) t + | Previous_Results p -> merge_inputs op (op acc (Previous_Results p)) t + | New_Example n -> + let new_output = generate_description g p n in + if is_good_output new_output then + merge_inputs op (op acc (New_Example new_output)) t + else + let error, new_input = handle_error "Failed to generate good output" h in + merge_inputs op (op acc (new_input)) [ error ] + ) + +and generate_description grammar prev_results new_example = + (* Implement a function that takes the current grammar, previous results, and new example, and generates an imaginative description *) + "" +``` + +This code provides a structure for merging different inputs to create prompts for generating descriptions. The `merge_inputs` function recursively processes the input list using the provided operator and accumulates the results based on their types (grammar, previous results, or new examples). You can customize the specific functions for generating descriptions and testing output quality as needed. + +The given code is a starting point that can be further developed to suit your game's requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_15.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_15.txt new file mode 100644 index 0000000..1b8836e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_15.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of your high-tech code-based hacking game: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged_text : string; + is_good : bool; +} + +let merge_attempts = 3 + +let rec merge_streams input = + let {grammar; prev_results; new_example} = input in + let rec aux acc attempts = function + | [] -> acc + | h :: t -> + let result = generate_description ~grammar ~prev:prev_results ~new_example:h in + if is_good_output result then + aux (merge_descriptions acc result) (attempts - 1) t + else if attempts > 0 then + aux acc attempts t + else + {merged_text = acc; is_good = false} + in + aux prev_results merge_attempts [new_example] + +and generate_description ~grammar ~prev ~new_example = + (* Your code generation logic here using the grammar, previous examples and new example. *) + "" + +and is_good_output output = + (* Your validation logic here to check if the generated output is good or not. *) + true + +and merge_descriptions acc d1 d2 = + (* Your merging logic here to combine two descriptions into one. *) + "" +``` + +In this code, we define types for inputs and outputs of our meta magical folder and provide the following functions: + +1. `merge_streams`: The main function that takes an input with grammar, previous results, and a new example, then recursively merges them together using the helper function `aux`. It stops merging when either all merge attempts are done or it gets a good output. +2. `generate_description`: A placeholder for generating code descriptions using the provided grammar, previous examples, and new example. +3. `is_good_output`: A placeholder for validating if the generated output is good or not according to your criteria. +4. `merge_descriptions`: A placeholder for merging two descriptions into one based on your requirements. + +You will need to replace these placeholders with actual logic for generating, validating, and merging code descriptions based on your game design. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_150.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_150.txt new file mode 100644 index 0000000..369820c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_150.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_prompts (inputs : input list) : output = + let folder op acc input = + let open Option.Monad_infix in + let* prev_results = acc >>| Lazy.force in + let new_example = input.new_example in + let new_results = run_language_model ~grammar:input.grammar ~prev_results ~new_example in + let is_good = test_results new_results in + if is_good then + Some (new_results, true) + else if Lazy.force acc >>| Option.is_some <> Some false then ( + let* prev_results = acc >>| Lazy.force in + let new_results = merge_previous_and_new_results prev_results new_results in + Some (new_results, is_good) + ) else ( + None + ) + in + let init = lazy ({ result = ""; is_good = false; }) in + List.fold_left folder ~init inputs >>| fun acc -> Option.get acc +``` +This code defines a new `merge_prompts` function that takes a list of `input` records, each containing the grammar, previous results, and new example for a single prompt workflow. The function uses a fold operation to iterate over the inputs and merge their results using an accumulator initialized to an empty result and a flag indicating whether the current results are good or not. + +At each iteration, the folder function first checks if there are previous results available in the accumulator. If not, it runs the language model with the input's new example and returns the new results as the updated accumulator value. If there are previous results available, the folder function merges them with the new results using a `merge_previous_and_new_results` helper function (not shown here). + +If the merged results pass the test, the folder function updates the accumulator to contain the new results and sets the good flag to true. If not, it checks if there are any previous results that passed the test. If so, it merges them with the current results using the helper function and returns the updated accumulator value. If not, it returns None, indicating that no valid result could be produced after three attempts. + +The `merge_prompts` function then forces the initial accumulator lazy value and returns the final merged results as a record containing both the result string and the good flag. + +Note that this code is just an example and may need to be adapted to fit your specific use case. In particular, you will need to define the `run_language_model` and `test_results` functions, as well as any necessary helpers such as `merge_previous_and_new_results`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_151.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_151.txt new file mode 100644 index 0000000..a542d19 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_151.txt @@ -0,0 +1,119 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + error : string option; +} + +let merge_prompts ({grammar; prev_results; new_example} : input) : output = + let open Option.Monad_infix in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + (* Define the merging operation here *) + let merge_examples examples = + List.fold_left (fun acc example -> acc ^ "\n" ^ example) "" examples + in + (* Merge the new example with previous results using the defined operation *) + let merged_examples = merge_examples [prev_results; new_example] in + (* Check if the merged examples meet the grammar requirements *) + let error = + if Grammar.isValid merged_examples then + None + else + Some ("Merged examples do not meet grammar requirements: " ^ merged_examples) + in + {merged = merged_examples; error} + +let rec merge_workflows acc workflow = + match workflow with + | [] -> List.rev acc + | h :: t -> + let open Option.Monad_infix in + let input = h in + let output = merge_prompts input in + (match output.error with + | None -> merge_workflows (output.merged :: acc) t + | Some e -> Error e) + |> function + | Ok merged_workflow -> merge_workflows merged_workflow t + | Error e -> + print_endline e; + merge_workflows acc t + +let main () = + (* Provide the initial inputs here *) + let initial_inputs = [ + { + grammar = "some grammar"; + prev_results = "initial example"; + new_example = "new example"; + }; + ... + ] in + match merge_workflows [] initial_inputs with + | Ok merged_workflow -> + (* Print the merged workflow or use it for further processing *) + List.iter print_endline merged_workflow; + () + | Error e -> + (* Handle the error or provide a fallback mechanism *) + print_endline e; + exit 1 + +let _ = main () +``` +The above code defines an `input` type that represents the input to the merging operation, and an `output` type that contains the merged result and any errors. The `merge_prompts` function takes an input as its argument and returns a merged output using a custom merging operation defined in the code. + +The `merge_workflows` function recursively applies the `merge_prompts` function to each workflow until all inputs have been processed, returning either a list of merged outputs or an error message. The `main` function provides initial inputs and handles the result of merging workflows. + +Note that this is just one possible implementation of the meta magical folder for merging large language model prompt workflows in OCaml, and you can modify it to suit your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_152.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_152.txt new file mode 100644 index 0000000..96faa48 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_152.txt @@ -0,0 +1,127 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model in the context of your high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element in a list, from left to right. + +First, let's define some types to represent our input data: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type folder_state = { + initial_grammar : grammar; + initial_example : example; + current_example : example; + previous_results : result list; + new_result : result; + num_attempts_left : int; +} +``` + +Next, let's create a function that takes in the `folder_state` and applies the language model to generate a new result based on the current example and previous results: + +```ocaml +let apply_language_model (state : folder_state) : folder_state = + (* Replace this with your actual code for applying the language model. *) + let open state in + { + initial_grammar; + initial_example; + current_example; + previous_results; + new_result = "New result generated by the language model"; + num_attempts_left = 3; + } +``` + +Now, let's create a function that tests the new result and either uses it as the new current example or feeds the error back into the system: + +```ocaml +let test_and_update_example (state : folder_state) : folder_state = + let open state in + { + initial_grammar; + initial_example; + current_example = new_result; + previous_results; + new_result; + num_attempts_left = + if String.length new_result > 0 then 3 + else num_attempts_left - 1; + } +``` + +Finally, let's create the main fold function that iterates through the list of examples and generates a new result for each one: + +```ocaml +let rec folder op acc = function + | [] -> acc + | h :: t -> + let (state : folder_state) = op acc h in + if num_attempts_left state > 0 then folder op state t else state + +let start_folder (initial_grammar : grammar) (initial_example : example) : result list = + let rec loop state examples = + if List.length examples = 0 then state.previous_results + else + let new_state = folder apply_language_model state examples in + let updated_state = + if num_attempts_left new_state > 0 then test_and_update_example new_state else new_state + in + loop updated_state (List.tl examples) + in + let initial_state = + { + initial_grammar; + initial_example; + current_example = initial_example; + previous_results = []; + new_result = ""; + num_attempts_left = 3; + } + in + loop initial_state [initial_example] +``` + +This code can be used to generate prompts and functional workflows for a large language model by iterating through a list of examples, generating new results based on the current example and previous results, testing those results, and updating the current example accordingly. The `start_folder` function takes an initial grammar and example as input and returns a list of generated results. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_153.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_153.txt new file mode 100644 index 0000000..139b89a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_153.txt @@ -0,0 +1,142 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. This function applies a given operation recursively to each element of a list, accumulating the results along the way. + +To suit our needs, let's extend the `fold_left` function and define additional functions that will handle various inputs and generate creative and imaginative descriptions for a high-tech code-based hacking game. + +First, we need to define data structures for the grammar, previous results, new examples, and output: + +```ocaml +type example = string +type result = string +type grammar = (string * string) list + +type fold_input = + | Grammar of grammar + | PreviousResults of result + | NewExample of example + | Test of (result -> bool) + | Limit of int + +type merge_state = { + examples : example list; + results : result list; + tests : (result -> bool) list; + limit : int; +} +``` + +Next, let's define a helper function that applies a grammar rule to a given input: + +```ocaml +let apply_grammar_rule (grammar : grammar) (input : string) : string = + match List.assoc input grammar with + | exception Not_found -> "" + | output -> output + +(* The following functions will be defined later *) +let create_output : merge_state -> result +let should_retry : merge_state -> bool +let get_next_example : merge_state -> example +``` + +Now, let's define the `fold_left_ex` function that is similar to the original `fold_left`, but takes a `fold_input` as an argument instead: + +```ocaml +let rec fold_left_ex op acc = function + | [] -> acc + | h :: t -> + let (acc', state) = op acc h in + fold_left_ex op acc' t +end +``` + +Next, we will define the main `merge_prompts` function that takes a list of examples and applies grammar rules to generate new results. It also tests each result and decides whether to retry creating an output or move on to the next example: + +```ocaml +let rec merge_prompts (examples : example list) (grammar : grammar) (tests : (result -> bool) list) (limit : int) = + let rec inner_merge_prompts examples grammar tests limit acc state = + match examples with + | [] -> List.rev acc + | h :: t -> + let new_state = { + examples = t; + results = []; + tests = tests; + limit = limit; + } in + let new_result = create_output state in + let (acc', state') = + if should_retry state then + (acc, state) + else if List.exists (fun test -> test new_result) tests then + (new_result :: acc, new_state) + else + (acc, state) + in + inner_merge_prompts acc' grammar tests limit acc' state' + in + let initial_state = { + examples = examples; + results = []; + tests = tests; + limit = limit; + } in + inner_merge_prompts [] grammar tests limit [] initial_state +``` + +Finally, let's define the helper functions `create_output`, `should_retry`, and `get_next_example` to complete our implementation: + +```ocaml +(* You can implement these functions based on your specific requirements *) +let create_output : merge_state -> result = + fun _ -> "Generated output" + +let should_retry : merge_state -> bool = + fun _ -> false + +let get_next_example : merge_state -> example = + fun state -> List.hd state.examples +``` + +The provided code demonstrates a flexible and customizable system for generating prompts and functional workflows for a language model in a high-tech code-based hacking game. You can modify the helper functions `create_output`, `should_retry`, and `get_next_example` to suit your specific needs and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_154.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_154.txt new file mode 100644 index 0000000..bd2115c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_154.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function provided in the code snippet to include additional inputs and logic for handling errors and testing output. Here's some OCaml code that implements this: +```ocaml +(* Extend the fold_left function to handle generating prompts and functional workflows *) +let rec fold_prompt_workflow op acc = function + | [] -> acc (* base case: no more inputs, return accumulator *) + | h::t -> + let (grammar, prev_results, new_example) = h in + let new_output = op grammar prev_results new_example in + let tested_output = test_output new_output in (* test the output here *) + if is_good_output tested_output then + fold_prompt_workflow op acc t (* continue with remaining inputs *) + else + let rec try_create_new_output num_attempts = + if num_attempts = 0 then + failwith "Unable to create good output after 3 attempts" + else + let new_output = op grammar prev_results new_example in + let tested_output = test_output new_output in + if is_good_output tested_output then + tested_output (* return the good output *) + else + try_create_new_output (num_attempts - 1) + in + try_create_new_output 3 (* try to create a new output up to 3 times *) + +(* Example usage of fold_prompt_workflow function: + Assume we have a list of tuples containing grammar, previous results, and new examples. + Also assume there's a function `create_new_output` that takes in grammar, prev_results, + and new_example and returns a new output as a string. +*) +let create_new_output = ... (* define this function *) +let test_output = ... (* define this function *) +let is_good_output = ... (* define this function *) + +let list_of_inputs = [("grammar1", "prev_results1", "new_example1"); + ("grammar2", "prev_results2", "new_example2")] + +let final_output = fold_prompt_workflow create_new_output "" list_of_inputs +``` +The `fold_prompt_workflow` function takes in an operation that creates a new output based on the grammar, previous results, and new example. It applies this operation to each tuple of inputs until there are no more remaining. If the output is good, it continues with the remaining inputs. Otherwise, it attempts to create a new output up to 3 times before giving up. + +Note that you'll need to define the functions `create_new_output`, `test_output`, and `is_good_output` for your specific use case. The example usage above assumes these functions are defined elsewhere in your codebase. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_155.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_155.txt new file mode 100644 index 0000000..d56f8e3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_155.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + test_result : bool; +} + +let fold_left op acc inputs = + List.fold_left (fun (acc, i) input -> + let (acc', output) = op acc input in + (acc', {input with prev_results = Some acc'.result; test_result = output.test_result})) + (acc, {inputs with prev_results = None}) + inputs + |> fst + |> fun acc -> if acc.test_result then acc else fold_left op acc inputs + +let rec generate_prompt grammar prev_results new_example = + let open Option in + let prev_results = prev_results >>= fun pr -> Some (pr ^ "\n\n---\n\n" ^ new_example) in + let prompt = + match prev_results with + | None -> new_example + | Some pr -> grammar ^ "\n\nContext:\n" ^ pr ^ "\n\nExample:\n" ^ new_example + in + {result = prompt; test_result = LanguageModel.test_prompt prompt} + +let rec generate_workflow grammar prev_results examples = + let open Option in + let example = List.nth examples (Random.int (List.length examples)) in + let new_example = LanguageModel.generate_description example in + let input = {grammar; prev_results; new_example} in + let output = generate_prompt grammar (Some input.prev_results) input.new_example in + {input with result = output.result}, output.test_result +``` +This code defines three types: `input`, which represents the inputs to the fold operation; `output`, which represents the outputs of the fold operation; and a record type that holds the state of the game, including the grammar, previous results, new example, and current result. The `fold_left` function is defined as before, but with an additional argument `inputs` which is a list of input records. + +The `generate_prompt` function takes as input a grammar string, an optional previous results string, and a new example string, and returns an output record containing the generated prompt and a boolean indicating whether the test result was successful or not. If there are no previous results, the new example is used as the prompt; otherwise, the prompt is generated using the provided grammar, context (if available), and new example. + +The `generate_workflow` function takes as input a grammar string, an optional previous results string, and a list of examples, and returns a tuple containing the next state of the game and a boolean indicating whether the test result was successful or not. It selects a random example from the list, generates a new description for that example using the language model, and then uses the `generate_prompt` function to generate a prompt based on the grammar, previous results (if available), and new description. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a large language model, which can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. The system can be easily extended or modified to suit the specific needs of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_156.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_156.txt new file mode 100644 index 0000000..87f32eb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_156.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: + +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let test_output output = + (* TODO: add code to test the output here *) + true + +let rec generate_output input max_errors = + let open Option.Monad_infix in + let* prev_results = input.prev_results in + let new_input = { + grammar = input.grammar; + prev_results = Some (input.new_example); + new_example = ""; + } in + let output = LanguageModel.generate ~prompt:(new_input.grammar ^ "\n" ^ prev_results) () in + let new_output = { result = output; tested = false; } in + if test_output new_output then return new_output + else if max_errors > 0 then ( + max_errors <- max_errors - 1; + generate_output new_input max_errors + ) else failwith "Max errors reached" + +let rec merge_workflows workflows = + match workflows with + | [] -> failwith "No workflows provided" + | h :: t -> fold_left (fun acc wf -> LanguageModel.merge_prompts acc wf.grammar) h.result t + +let meta_magical_folder inputs = + let open Option.Monad_infix in + let initial_input = List.hd inputs in + let output = generate_output initial_input 3 in + if output.tested then merge_workflows (List.map (fun i -> generate_output i 3) inputs) + else failwith "Initial example failed testing" +``` + +This code defines an `input` type that represents the input to the language model, including the grammar, previous results, and new example. It also defines an `output` type that includes the generated result and whether it has been tested. The `test_output` function is a placeholder for actual testing logic, which should be added later. + +The `generate_output` function generates an output from a given input, with an optional maximum number of errors allowed before failing. It uses the language model to generate a new output based on the input grammar and previous results, tests the output using the `test_output` function, and recursively tries again up to the specified number of times if it fails. + +The `merge_workflows` function merges multiple workflow outputs together using the language model's `merge_prompts` function, which concatenates two prompts with a space in between them. This allows for combining different workflows generated from different inputs into a single output. + +Finally, the `meta_magical_folder` function takes a list of input examples and generates an output for each one using the `generate_output` function. If the initial example passes testing, it merges all of the outputs together using the `merge_workflows` function. If it fails, it raises an exception. + +Note that this code is just a starting point and will need to be adapted to fit the specifics of your game's language model and prompt generation logic. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_157.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_157.txt new file mode 100644 index 0000000..3930f17 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_157.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let folder acc input = + let new_result = do_magic ~grammar:input.grammar ~prev_results:acc.result ~new_example:input.new_example in + { result = new_result; is_valid = check_validity new_result } + in + let initial_state = { result = inputs.0.prev_results; is_valid = true } in + let final_state = fold_left folder initial_state (List.tl inputs) in + final_state + +and do_magic (~grammar:g ~prev_results:pr ~new_example:ne) = + (* Perform some magic using the grammar, previous results, and new example *) + ... + +and check_validity result = + (* Check if the generated result is valid or not *) + ... +``` +The `merge_prompts` function takes a list of inputs, each containing a grammar, previous results, and a new example. It uses a left fold to iteratively apply a folder function that performs some magic using the current input and previous accumulated result. The resulting output contains both the generated result and a boolean indicating whether it is valid or not. + +The `do_magic` and `check_validity` functions are placeholders for your specific implementation of merging language model prompt workflows and checking their validity, respectively. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_158.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_158.txt new file mode 100644 index 0000000..cd6d1e2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_158.txt @@ -0,0 +1,115 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a binary operation to an accumulator value and each element of a list, moving from left to right. We will extend this function to create a prompt workflow generator that incorporates grammar, previous results, new examples, and error handling. + +First, let's define some types for our data: + +```ocaml +type example = string +type result = string +type grammar = string +type error = string +type status = + | Success of result + | Error of error + +type 'a workflow = { + acc : 'a; + mutable max_errors : int; + op : ('a -> 'a -> 'a) option; + test : 'a -> bool; + merge : ('a * 'a -> 'a); +} +``` + +Now, let's redefine the `fold_left` function as a more general `reduce` function that can handle workflows: + +```ocaml +let reduce { acc; max_errors; op; test; merge } = function + | [] -> acc + | h :: t -> + let rec loop i acc' = + if i >= max_errors then Error ("Max errors reached") + else + match op with + | None -> loop (i + 1) (merge (acc', h)) + | Some f -> + let new_acc = f acc' h in + if test new_acc then new_acc + else loop (i + 1) (merge (acc', new_acc)) + in + loop 0 acc +``` + +Now, we can create a function that generates prompt workflows: + +```ocaml +let generate_prompt_workflow + ~(grammar : grammar) + ~(previous_results : result list) + ~(new_examples : example list) + ~max_errors = + let initial_example = List.hd new_examples in + let initial_result = String.concat "\n" (initial_example :: previous_results) in + { + acc = initial_result; + max_errors = max_errors; + op = Some (fun acc example -> acc ^ "\n" ^ grammar ^ "\n" ^ example); + test = fun result -> String.length result < 10000; (* Adjust the limit as needed *) + merge = String.concat ""; + } +``` + +Finally, we can use this function to generate prompts by combining the inputs and running the `reduce` function: + +```ocaml +let generated_prompt = + let grammar = "Grammar text here" in + let previous_results = ["Previous result 1"; "Previous result 2"] in + let new_examples = ["New example 1"; "New example 2"] in + let max_errors = 3 in + reduce (generate_prompt_workflow ~grammar ~previous_results ~new_examples ~max_errors) + (List.rev_append new_examples previous_results) +``` + +This system provides a flexible and customizable way to generate prompts for a large language model using various inputs, with error handling and adjustable parameters. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_159.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_159.txt new file mode 100644 index 0000000..418dc09 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_159.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation repeatedly to each element of a list, starting with an accumulator value and returning a final accumulated value. + +To suit our needs, let's define a few types and functions: + +1. A type for prompt workflows. +2. Functions for testing and merging prompt workflows. +3. An initial example prompt workflow. + +Here is the OCaml code to achieve this: + +```ocaml +type 'a workflow = { + grammar : string; + previous_results : 'a list; + new_example : 'a; +} + +let rec merge_workflows op acc wf1 wf2 = + if List.length wf1.previous_results < 3 then + let merged_prev_res = fold_left op [] (wf1.previous_results @ wf2.previous_results) in + { + grammar = String.concat "" [wf1.grammar; " + "; wf2.grammar]; + previous_results = merged_prev_res; + new_example = op acc (wf1.new_example); + } + else + acc + +let is_good_workflow _wf = true (* Define your own condition for a good workflow *) + +let rec generate_prompts grammar prev_examples new_example = + let acc = {grammar; previous_results=prev_examples; new_example} in + let wf = merge_workflows (fun acc e -> {acc with new_example=e}) acc new_example new_example in + if is_good_workflow wf then + generate_prompts grammar (wf.previous_results @ [wf.new_example]) wf.new_example + else + acc + +(* Initial example prompt workflow *) +let initial_example = { + grammar = "A simple grammar for testing"; + previous_results = []; + new_example = "An initial example"; +} + +let main () = + let final_workflow = generate_prompts initial_example.grammar initial_example.previous_results initial_example.new_example in + printf "Final Workflow: Grammar - %s, Previous Results - %s, New Example - %s\n" + final_workflow.grammar (String.concat ", " (List.map string_of_int final_workflow.previous_results)) + (string_of_int final_workflow.new_example) + +let () = main() +``` + +This code provides a starting point for merging and testing prompt workflows in a flexible way. The `generate_prompts` function takes an initial grammar, previous examples, and a new example as input and recursively generates new prompt workflows by merging the current and new examples. You can customize this code further to suit your specific game requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_16.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_16.txt new file mode 100644 index 0000000..dd0d1d7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_16.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code sample. The `fold_left` function, also known as fold or reduce in other languages, applies an operation recursively to each element of a list while accumulating a result. + +In this context, our goal is to create a prompt generation workflow that combines different sources of input: grammar (A), previous results (D), and new examples (C). We will define three functions for processing these inputs and then use `fold_left` to orchestrate the process. + +1. Prepend new examples to the result (using emoji string representation) +2. Encode tensors from the updated list of results +3. Test the generated tensor, creating a new output if successful or retrying otherwise + +Here's an example of OCaml code that implements this system: + +```ocaml +(* Example data types *) +type emoji_string = string +type tensor = float array + +(* 1. Prepend new examples to the result (using emoji string representation) *) +let prepend_new_examples acc new_examples = + String.concat " " (List.rev_append new_examples acc) :: acc + +(* 2. Encode tensors from the updated list of results *) +let encode_tensors examples = + List.map encode_example examples + +and encode_example example = + (* Implement emoji string to tensor encoding here *) + [|0.0; 0.0; 0.0; ...|] (* Placeholder, replace with actual tensor conversion logic *) + +(* 3. Test the generated tensor, creating a new output if successful or retrying otherwise *) +let test_and_create_output tensor = + if Tensor.isValid tensor then + Some (tensor, "Success!") + else + (* If the tensor is not valid, retry up to three times *) + let retries_left = 3 - Tensor.getRetries tensor in + if retries_left > 0 then + Some (tensor, ("Error, retrying... (" ^ string_of_int retries_left ^ "/3)")) + else + None + +(* Main fold_left function to orchestrate the prompt generation workflow *) +let rec fold_workflow op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if List.length new_acc >= 3 then + (* If the accumulator has reached the desired length, test and encode tensors *) + (match test_and_create_output (List.hd new_acc) with + | Some (tensor, msg) -> fold_workflow op (tensor :: List.tl new_acc) t + | None -> acc) + else + (* If the accumulator has not reached the desired length, continue prepending examples *) + fold_workflow op (prepend_new_examples new_acc h) t + +(* Usage example *) +let starting_data = [ "A"; "B"; "C" ] in +fold_workflow encode_tensors [] starting_data +``` + +This code can be further customized and extended to suit specific requirements. The main function `fold_workflow` handles the merging of streams by combining different operations (prepending new examples, encoding tensors, and testing) using `fold_left`. As new data is introduced into the system through the functions `prepend_new_examples`, `encode_tensors`, and `test_and_create_output`, the accumulator will be updated with the latest results, forming a coherent workflow for generating prompts for a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_160.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_160.txt new file mode 100644 index 0000000..6b519dc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_160.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list while accumulating the results. We will modify this function to suit our needs by incorporating error handling, testing, and result evaluation mechanisms. + +Here's an example implementation for the merge of large language model prompt workflows: + +```ocaml +(* Utility module *) +module Util = struct + let rec try_n times f x = + if times <= 0 then None + else + try Some (f x) + with e -> try_n (pred times) f x + + let is_acceptable result = ... (* Define your acceptance criteria here *) +end + +(* Main function for merging workflows *) +let rec merge_workflows grammar previous_results new_example max_tries = + let open Util in + + let rec merge_step acc input = + let open Util in + + (* Apply the given grammar to the input and return a result with an optional error *) + let (result, maybe_error) = apply_grammar grammar input in + + match maybe_error with + | Some _ as err -> (acc, err) + | None -> + (* Test if the result is acceptable and fold it into the accumulator *) + let acc' = if Util.is_acceptable result then result :: acc else acc in + (acc', None) + in + + let rec merge_attempts attempts acc = + match attempts with + | 0 -> (acc, true) (* No more retries allowed; return accumulator and true to indicate failure *) + | n -> ( + match List.fold_left merge_step acc previous_results with + | new_acc, Some _ as err -> (new_acc, false) (* Error encountered in the first step; stop processing and return error *) + | new_acc, None -> + let (merged_results, retry) = + try_n (max max_tries n) (merge_attempts (pred n)) new_acc + in + (merged_results, retry) + ) + in + + (* Initialize the accumulator and perform the initial merge attempt *) + let initial_acc = [new_example] in + let (merged_results, success) = merge_attempts max_tries initial_acc in + + if success then merged_results + else merge_workflows grammar merged_results new_example (max_tries - 1) +``` + +In the above code: + +* `Util.try_n` is a utility function that attempts to apply a given function up to a specified number of times until success or reaching the limit. +* `merge_workflows` is the main entry point for merging workflows with a given grammar, previous results, new example, and maximum retries. This function tries to merge the input streams multiple times if necessary, while handling errors during the process. +* The inner functions `merge_step` and `merge_attempts` handle the actual merging and accumulation of results based on the given grammar and inputs. + +The `Util.is_acceptable` function is left as a placeholder for you to define your acceptance criteria for generated outputs. You can customize this function based on the specific requirements of your game's context. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_161.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_161.txt new file mode 100644 index 0000000..b173863 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_161.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list, accumulating the results along the way. + +We can define our meta magical folder as a module with the following structure: + +1. A record type that represents a prompt workflow, containing the grammar, previous results, and new examples. +2. Function for creating an initial workflow. +3. Function for testing a given workflow and producing a new one if successful or returning an error otherwise. +4. A `fold_workflows` function that takes a list of workflows, a function for combining them, and returns the final combined workflow. + +Here's the OCaml code implementing this structure: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string option; + new_examples : string list; +} + +let create_initial_workflow ~grammar ~prev_results ~new_examples = + { grammar; prev_results; new_examples } + +let test_and_update_workflow workflow = + (* Implement your testing and updating logic here. *) + ... + +let rec fold_workflows combine acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let updated_h = test_and_update_workflow h in + fold_workflows combine (combine acc updated_h) t +``` + +The `fold_workflows` function recursively applies the provided `combine` function to accumulate a single, combined workflow. The base case for this recursion is when there are no more workflows left in the list, at which point the final combined workflow is returned. This function can be used to merge multiple streams of prompt workflows generated by different parts of your application or game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_162.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_162.txt new file mode 100644 index 0000000..fba0fae --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_162.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_left op acc = function + | [] -> acc + | h::t -> ( + match h with + | Grammar a -> fold_left op (op acc a) t + | PreviousResults d -> fold_left op (op acc d) t + | NewExample c -> fold_left op (op acc c) t + ) + +let merge_matrix_streams grammar prev_results new_example = + let merged = fold_left (fun acc x -> x) "" [Grammar grammar; PreviousResults prev_results; NewExample new_example] in + merged + +(* Usage example *) +let grammar = "A" +let prev_results = "D" +let new_example = "C" +let merged = merge_matrix_streams grammar prev_results new_example +``` +The `merge_matrix_streams` function takes three inputs: `grammar`, `prev_results`, and `new_example`. These inputs correspond to the `: A`, `: D initially, Initial example : B`, and `New Example : C` lines in the original prompt. + +The function uses the `fold_left` function to concatenate these three strings together using an empty string as the accumulator and a concatenation operator as the binary operation (`op`). The resulting string is then returned as the merged matrix stream. + +Note that this implementation does not include error handling or testing of the merged output, so additional code would be needed to implement those features based on the original prompt's requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_163.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_163.txt new file mode 100644 index 0000000..8bd52e0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_163.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code sample. This function applies a given operation recursively to the elements of a list, accumulating the results until it reaches the end of the list. + +We can extend this function by incorporating error handling and feedback loops to improve the generated output. Here's some OCaml code that implements such a system: + +```ocaml +type prompt_workflow = { + grammar : string; + previous_results : string; + new_example : string; +} + +let rec generate_prompt workflow max_attempts = + let open PromptWorkflow in + let {grammar; previous_results; new_example} = workflow in + let result, error = LanguageModel.generate ~grammar ~context:previous_results in + (* If the generation is successful, return the result *) + if error = None then ( + if String.length result > 0 then + {workflow with previous_results = result} + else + generate_prompt workflow max_attempts + ) + (* If there's an error and we haven't exceeded the maximum attempts, try again *) + else if max_attempts > 1 then ( + let new_attempts = max_attempts - 1 in + generate_prompt {workflow with new_example} new_attempts + ) + (* If there's an error and we've exceeded the maximum attempts, return a failure *) + else None + +and fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec merge_workflows workflows max_attempts = + let open PromptWorkflow in + match workflows with + | [] -> failwith "No workflows provided" + | [w] -> generate_prompt w max_attempts + | h :: t -> ( + match generate_prompt h max_attempts with + | Some r -> merge_workflows (List.map (fun w -> {w with previous_results = r}) t) max_attempts + | None -> failwith "Failed to merge workflows" + ) + +type workflow_config = { + grammar : string; + initial_example : string; + new_example : string; + max_attempts : int; +} + +let create_workflow_folder config = + let open WorkflowConfig in + let {grammar; initial_example; new_example; max_attempts} = config in + let workflow = {PromptWorkflow.grammar; previous_results = initial_example; new_example} in + merge_workflows [workflow] max_attempts +``` + +In this code, we define a `prompt_workflow` type that contains the grammar, previous results, and new example for each workflow. The `generate_prompt` function takes a workflow and an optional maximum number of attempts to generate a prompt with. If the generation is successful, it returns the updated workflow. Otherwise, if there are remaining attempts, it tries again; otherwise, it returns a failure. + +The `fold_left` function remains unchanged, and we add a new `merge_workflows` function that takes a list of workflows and an optional maximum number of attempts to merge them. It generates prompts for each workflow in sequence, using the previous result as the context for the next workflow. + +The `create_workflow_folder` function creates a new workflow folder by taking a configuration that contains the grammar, initial example, new example, and maximum number of attempts. It creates a single-element list containing a workflow with the provided configuration and merges it using `merge_workflows`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_164.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_164.txt new file mode 100644 index 0000000..03b65a9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_164.txt @@ -0,0 +1,68 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a folding function that recursively applies an operation to each element in a list, accumulating the results as it goes. Here is an example of how this function might be implemented in OCaml: + +``` +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` + +This `fold_left` function takes three arguments: the operation to apply (`op`), the initial accumulator value (`acc`), and a list of elements (`t`). It applies the operation to the first element in the list and the accumulator, then recursively applies the operation to the rest of the list and the updated accumulator. This process continues until all of the elements in the list have been processed, at which point the final accumulated value is returned. + +To use this function for generating prompts and functional workflows for a language model, we can define an appropriate operation that takes a prompt or workflow as input and returns a new, updated prompt or workflow as output. For example, this operation might involve adding a new element to the prompt or workflow, modifying an existing element, or performing some other transformation on the input. By recursively applying this operation using `fold_left`, we can generate a customized sequence of prompts and workflows that are tailored to the needs of the game. + +For example, here is how we might use `fold_left` to generate a sequence of prompts for the language model: + +``` +let rec generate_prompts grammar prev_result new_example = + let operation prompt = + // Define an operation that takes a prompt as input and returns a new, updated prompt as output. + // This operation might involve adding new elements to the prompt, modifying existing elements, etc. + in + fold_left operation prev_result (List.cons grammar new_example) +``` + +In this example, `generate_prompts` is a function that takes three arguments: the current grammar (`grammar`), the previous results from the language model (`prev_result`), and a new example to include in the prompt (`new_example`). It defines an operation that updates the prompt based on the input, then uses `fold_left` to apply this operation recursively to the grammar and new example. The final updated prompt is returned as the result of the function. + +By using this approach, we can create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. The `fold_left` function allows us to recursively apply an operation to each element in a list, accumulating the results as it goes. By defining an appropriate operation for updating prompts or workflows, we can use this function to generate a customized sequence of prompts and workflows that are tailored to the needs of our game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_165.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_165.txt new file mode 100644 index 0000000..00a9343 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_165.txt @@ -0,0 +1,113 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +(* A simple data structure to represent a prompt with its associated tensor *) +type prompt = { + grammar : string; + example : string; + tensor : Tensor.t; +} + +(* A function to create a new prompt using the given parameters *) +let create_prompt ~grammar ~example ~tensor = { grammar; example; tensor } + +(* The merge function that takes in two prompts and merges them using a specific strategy *) +let rec merge_prompts ~strategy acc prompt1 prompt2 = + let open Tensor in + match strategy with + | Add -> + { + grammar = prompt1.grammar; + example = prompt1.example; + tensor = add prompt1.tensor prompt2.tensor; + } + :: acc + | Multiply -> + { + grammar = prompt1.grammar; + example = prompt1.example; + tensor = multiply prompt1.tensor prompt2.tensor; + } + :: acc + | ConcatenateHorizontally -> + { + grammar = prompt1.grammar; + example = prompt1.example; + tensor = concatenate_horizontal prompt1.tensor prompt2.tensor; + } + :: acc + | ConcatenateVertically -> + { + grammar = prompt1.grammar; + example = prompt1.example; + tensor = concatenate_vertical prompt1.tensor prompt2.tensor; + } + :: acc + | Maximize -> + if Tensor.greater prompt1.tensor prompt2.tensor then acc @ [prompt1] else acc @ [prompt2] + | Minimize -> + if Tensor.less prompt1.tensor prompt2.tensor then acc @ [prompt1] else acc @ [prompt2] + +(* The main function that takes in a list of prompts and a merge strategy, and returns the merged prompt *) +let rec merge_all_prompts ~strategy prompts = + match prompts with + | [] -> failwith "Cannot merge an empty list of prompts" + | [prompt] -> [prompt] + | prompt1 :: prompt2 :: t -> merge_all_prompts ~strategy (merge_prompts ~strategy [prompt1] prompt1 prompt2 @ t) + +(* Example usage: *) +let grammar = "A";; +let prev_result = create_prompt ~grammar ~example:"B" ~tensor:(Tensor.unit 3);; +let new_example = "C";; +let new_tensor = Tensor.random 3;; +let merged_prompt = + merge_all_prompts + ~strategy:Add + [prev_result; create_prompt ~grammar ~example:new_example ~tensor:new_tensor];; +``` +In this example, we define a `prompt` type that consists of three fields - `grammar`, `example`, and `tensor`. The `merge_prompts` function takes in two prompts and merges them using a specified strategy. The available strategies include addition, multiplication, horizontal concatenation, vertical concatenation, maximization, and minimization. + +The `merge_all_prompts` function recursively applies the `merge_prompts` function to merge all the prompts in the given list. Finally, we demonstrate an example usage of these functions by creating a new prompt using a random tensor, and merging it with the previous result using the addition strategy. + +Note that this is just one possible implementation of the meta magical folder for merging large language model prompt workflows, and there may be other equally valid approaches depending on the specific requirements of your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_166.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_166.txt new file mode 100644 index 0000000..1cfb855 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_166.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code sample. This function applies a binary operator to an accumulation value and each element of a list, from left to right, resulting in a single accumulated value. We can extend this concept to merge large language model prompt workflows by incorporating inputs such as grammar, previous results, new examples, and error handling. + +First, let's define some data types for our game components: + +```ocaml +type weapon = { name : string; power : int } +type spell = { name : string; effect : string } +type artifact = { name : string; ability : string } +type monster = { name : string; health : int; rewards : (weapon * spell) list } +type treasure = { name : string; value : int } +type challenge = { name : string; description : string } +type npc = { name : string; dialogue : string } +type location = { name : string; description : string } + +type game_element = + | Weapon of weapon + | Spell of spell + | Artifact of artifact + | Monster of monster + | Treasure of treasure + | Challenge of challenge + | NPC of npc + | Location of location +``` + +Now, let's define a function that combines two game elements using a binary operator: + +```ocaml +let combine_game_elements op (a : game_element) (b : game_element) = + match a, b with + | Weapon a, Weapon b -> Weapon { name = a.name ^ "_" ^ b.name; power = a.power + b.power } + | Spell a, Spell b -> Spell { name = a.name ^ "+" ^ b.name; effect = a.effect ^ "\n" ^ b.effect } + | Artifact a, Artifact b -> Artifact { name = a.name ^ ", " ^ b.name; ability = a.ability ^ "; " ^ b.ability } + | _ -> failwith "Invalid game elements provided for combination." +``` + +With this operator defined, we can now create the `merge_prompt_workflows` function that will accumulate and merge multiple game element lists based on user-defined grammar: + +```ocaml +let rec merge_prompt_workflows grammar acc = function + | [] -> acc + | h :: t -> + let new_acc = List.fold_left (fun a e -> combine_game_elements grammar a e) acc h in + merge_prompt_workflows grammar new_acc t +``` + +In summary, our `merge_prompt_workflows` function takes three parameters: the grammar defining how to combine game elements, an accumulation value (initially empty), and a list of game element lists. It iterates through each sub-list and combines its elements using the provided grammar, accumulating the results into the final output. + +To integrate this function with your system, you can initialize a starting `game_state` containing initial examples, which will then be updated as users explore the dungeon, encounter NPCs, defeat monsters, and collect treasures. The resulting `game_state` can be used to generate descriptions of the current game state using the large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_167.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_167.txt new file mode 100644 index 0000000..65cc00f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_167.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the example code. This function applies a given operation repeatedly to an accumulator value and elements of a list from left to right. + +To suit our needs, let's modify this function by incorporating the feedback loop and testing for good results. Here's an OCaml code snippet that implements such functionality: + +```ocaml +let rec fold_left_with_feedback op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if is_good_result new_acc then + new_acc + else + let updated_acc = update_value new_acc in + if Array.length t > 1 then + fold_left_with_feedback op updated_acc t + else + (* If it's the last element, retry up to three times *) + let rec try_update count acc = + if count > 3 then + acc + else begin + let updated_acc = update_value acc in + if is_good_result updated_acc then + updated_acc + else + try_update (count + 1) updated_acc + end + in + try_update 1 updated_acc + +(* Usage example: *) +let grammar = "A" +let prev_results = "D" +let new_example = "C" + +let op acc ex = + (* Define your operation here, e.g., merge the results from previous runs and a new example *) + let merged = combine_values acc ex in + merge_and_validate merged + +let updated_results = fold_left_with_feedback op prev_results [new_example] +``` + +In this code, we define a `fold_left_with_feedback` function that takes an operation, accumulator value, and list of elements. If the result after applying the operation is good, it returns the new accumulator value. Otherwise, it updates the value and recursively applies the function to the tail of the list. + +In case of a single-element list, it will retry updating the value up to three times before giving up. The `op` function should be defined by the user depending on their specific use case (e.g., merging the results from previous runs and new examples). + +Please note that you may need to define additional functions such as `is_good_result`, `update_value`, `combine_values`, `merge_and_validate`, etc., based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_168.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_168.txt new file mode 100644 index 0000000..5c16431 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_168.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun input -> (input, merge_examples input.new_example input.prev_results)) inputs + +and merge_examples new_example prev_results = + let rec merge_helper acc count = function + | [] -> acc + | h::t -> + let merged = h ^ "\n" ^ prev_results in + if count > 3 then merged :: acc + else merge_helper (merged :: acc) (count + 1) t + in + List.flatten (merge_helper [] 1 [new_example]) + +let rec fold_magic op acc = function + | [] -> acc + | ({input=input; output=output} as h) :: t -> + if output.is_good then fold_magic op (op acc output.result) t + else fold_magic op (fold_magic op acc [({input; output={result=output.result; is_good=true}})] @ t) t +``` +The code defines two types: `input`, which represents the inputs to the folder, and `output`, which represents the result of merging a set of inputs. The `merge_inputs` function takes a list of inputs and returns a list of pairs of input and merged examples. The `merge_examples` function takes a new example and previous results, and merges them using the merge\_helper function. + +The `fold_magic` function implements the folding operation on the matrix streams, where each stream is represented as a pair of input and output. If the output is good (i.e., passes some test), it applies the `op` operation to the accumulator and the result. Otherwise, it recursively calls itself with the same operation and a modified list of inputs that includes a new attempt to merge the examples. + +Note: This is just one possible implementation of the meta magical folder, and can be further customized or optimized based on the specific requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_169.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_169.txt new file mode 100644 index 0000000..e37cf88 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_169.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml code that implements the described functionality: + +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let validate_output output = + (* Implement your validation logic here *) + ... + +let rec merge_workflows attempts input_stream = + let (grammar, previous_results, new_example) = input_stream in + + let folded_input = { + grammar; + previous_results = previous_results ^ "\n" ^ new_example; + new_example; + } in + + let output = { result = ""; is_valid = false } in + try + (* Generate the description using the language model and the folded input *) + let result = generate_description folded_input in + output.result <- result; + output.is_valid <- validate_output output; + with e -> + if attempts > 1 then + merge_workflows (attempts - 1) (grammar, result, new_example) + else + output.result <- "Error: Failed to generate a valid description after 3 attempts."; + output.is_valid <- false; + + output + +(* Usage *) +let input_stream = { + grammar = "A"; + previous_results = ""; + new_example = "B"; +} + +let merged_output = merge_workflows 3 input_stream;; +``` + +The `merge_workflows` function takes an input stream containing the grammar, previous results, and a new example. It recursively calls itself until it generates a valid description or exhausts all allowed attempts. The validation logic is encapsulated in the `validate_output` function. You'll need to implement this function according to your specific needs. + +The code snippet provided serves as a starting point for building an interactive and customizable system for generating creative and imaginative descriptions of code using a large language model in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_17.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_17.txt new file mode 100644 index 0000000..5caff1c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_17.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and functionality. Here's a possible OCaml implementation: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let merge_workflows input = + let {grammar; prev_results; new_example} = input in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let base_case acc = acc in + let operation str accumulator = + let result = LanguageModel.generate ~grammar ~previous:accumulator ~new_example:str in + if TestResult.is_good result then result else accumulator + in + fold_left operation prev_results [new_example] +``` + +In this implementation, the `input` record type encapsulates the required inputs for generating a new prompt workflow. The `merge_workflows` function takes an input and returns a new output by using the `fold_left` function to iteratively apply the language model with different examples and test the results until a good one is found or all attempts are exhausted. + +The `base_case` function simply returns the accumulator as it is, while the `operation` function applies the language model to generate a new prompt workflow using the current grammar, previous accumulated output, and new example. It then tests whether the result is good; if so, it returns the result, otherwise, it continues with the accumulated output from the previous iteration. + +This implementation provides a flexible and customizable system for generating prompts and functional workflows using a large language model in a high-tech code-based hacking game. By adapting this function to suit your specific needs and incorporating it into your game engine, you can create imaginative descriptions of code and navigate the knowledge dungeon with ease. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_170.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_170.txt new file mode 100644 index 0000000..9b8f059 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_170.txt @@ -0,0 +1,116 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let rec generate_prompt input = + let {grammar; previous_results; new_example} = input in + (* Use the language model to generate a new prompt based on the grammar, + previous results, and new example. This will be implemented using a + separate function that takes these three inputs as arguments. *) + let new_prompt = create_prompt grammar previous_results new_example in + {result = new_prompt; success = true} + +and test_output output = + (* Test the output to see if it is valid. If it is, return true. Otherwise, + print an error message and return false. *) + if Output.is_valid output then + true + else + (Output.print_error output; false) + +and create_prompt grammar previous_results new_example = + (* This is where you would implement the logic for creating a new prompt + based on the grammar, previous results, and new example. This could involve + parsing the grammar, extracting variables, and substituting in values from + the previous results and new example. *) + ... + +and process_output output = + (* If the output is valid, use it to update the previous results. Then, + return the updated previous results. Otherwise, print an error message + and return the previous results unchanged. *) + if output.success then + let {result = new_results} = output in + {previous_results = new_results} + else + (Output.print_error output; + {previous_results}) + +let rec folder input = + (* Generate a new prompt and test it. If the prompt is valid, repeat the + process with the updated previous results. Otherwise, feed any errors + back into the create_prompt function up to three times before giving up. *) + let output = generate_prompt input in + if test_output output then + folder (process_output output) + else if Output.num_attempts < 3 then + let output = {output with num_attempts = output.num_attempts + 1} in + folder (process_output output) + else + (* If all attempts to generate a valid prompt have failed, print an error + message and return the previous results unchanged. *) + Output.print_error output; + input +``` +This code defines several types and functions for generating prompts and testing their validity. The `input` type represents the inputs to the generate\_prompt function, which include the grammar, previous results, and new example. The `output` type represents the outputs of the generate\_prompt and test\_output functions, which include both the result (i.e., the generated prompt) and a boolean success flag. + +The main function is `folder`, which implements the following process: + +1. Generate a new prompt using the `generate_prompt` function. +2. Test the output using the `test_output` function. If the output is valid, repeat the process with the updated previous results. Otherwise, feed any errors back into the `create_prompt` function up to three times before giving up. +3. If all attempts to generate a valid prompt have failed, print an error message and return the previous results unchanged. + +The other functions in this code define the specific behavior of the `generate_prompt`, `test_output`, and `process_output` functions. The `generate_prompt` function takes the grammar, previous results, and new example as inputs, and uses them to create a new prompt using the `create_prompt` function. The `test_output` function tests the output to see if it is valid, and returns true if it is or false otherwise. If the output is not valid, it prints an error message using the `Output.print_error` function. Finally, the `process_output` function updates the previous results with the new result if the output is valid, and returns the updated previous results. + +This code can be customized to suit your needs by modifying the behavior of the `create_prompt`, `test_output`, and `process_output` functions. You may also want to add additional functions or types to represent other concepts in your system. For example, you might want to define a type for representing the language model itself, and include functions for training and updating the model based on the generated prompts and their test results. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_171.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_171.txt new file mode 100644 index 0000000..109c221 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_171.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. The `fold_list` function is a higher-order function that applies a binary function `op` to an accumulator `acc` and each element of a list, from left to right. We will modify this function to suit our needs for generating prompts and testing their quality. + +First, let's define the data structures we need: + +1. A record for prompt inputs +2. A record for prompt outputs (including success/failure status) +3. A function to test the quality of a generated prompt +4. A function to generate a new prompt based on the current grammar and previous results + +Here's an example implementation: + +```ocaml +type 'a t = { + grammar : 'a; + prev_results : 'a list; + new_example : 'a; +} + +type 'a result = { + output : 'a; + success : bool; +} + +let test_prompt ~max_attempts prompt = + let rec aux attempt = + if attempt > max_attempts then + {output = prompt; success = false} + else + ... (* Implement your quality test here *) + in + aux 0 + +let generate_prompt ~generator grammar prev_results new_example = + let rec aux acc = function + | [] -> acc + | h :: t -> aux (generator acc h) t + in + aux new_example (prev_results @ [grammar]) + +let rec fold_prompts op acc = function + | [] -> acc + | {grammar; prev_results; new_example} :: t -> + let result = generate_prompt ~generator:(fun acc grammar -> ...) grammar prev_results new_example in + let new_acc = op acc result in + fold_prompts op new_acc t +``` + +In this code, we have defined the following functions and data structures: + +1. `'a t` - A record type for prompt inputs, including a grammar, previous results, and a new example. +2. `'a result` - A record type for prompt outputs, containing both the generated output and its success status. +3. `test_prompt` - A function to test the quality of a generated prompt with up to `max_attempts` retries in case of failure. +4. `generate_prompt` - A function to generate a new prompt using a given generator, grammar, previous results, and a new example. +5. `fold_prompts` - A modified `fold_left` function tailored for folding prompts. It uses the provided operator `op` to combine the current accumulator with the result of generating a new prompt. + +You can customize the `generate_prompt` and `test_prompt` functions according to your specific game requirements, including encoding functions or spells into emoji strings, vectorizing them into tensors, etc. The `fold_prompts` function can then be used to recursively apply these custom functions to a list of prompt inputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_172.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_172.txt new file mode 100644 index 0000000..a6ac390 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_172.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. Our goal is to create a meta-magical folder that merges streams of the matrix together into one. Here's a possible OCaml implementation for this task: + +1. Define data structures for the game components, such as grammar, previous results, new examples, and output. +2. Create helper functions to manipulate these structures and test the generated outputs. +3. Implement the meta-magical folder by extending the `fold_left` function. + +Here's an example of OCaml code that realizes this: + +```ocaml +type grammar = string (* A simplified representation *) +type result = string +type example = string + +(* Utility functions *) +let is_valid_output output max_attempts = + let rec validate attempts output = + if attempts > max_attempts then false else + (test output; true) || validate (attempts + 1) output + in + validate 0 output + +(* Meta-magical folder implementation *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_d = op acc h in + if is_valid_output new_d 3 then + fold_left op new_d t + else + acc (* Return accumulator value on error *) + +(* Folding the streams together *) +let merge_streams grammar prev_result new_example max_attempts = + let folder input = + match input with + | `Prev_result prev -> (fun acc -> fold_left op acc [prev]) + | `New_example ex -> (fun acc -> fold_left op acc [ex]) + | `Grammar g -> (fun acc -> fold_left (fun a b -> merge_grammars a b) acc [g]) + in + let merged = fold_left folder prev_result [prev_result; new_example; grammar] in + merged + +(* Merging grammars *) +and merge_grammars a b = + (* Implement your custom merging logic here *) + a ^ " " ^ b + +(* Test function for outputs *) +and test output = + (* Implement your custom testing logic here *) + print_endline ("Generated: " ^ output) +``` + +In this example, the `merge_streams` function takes in the grammar, previous result, new example, and maximum attempts as arguments. The function uses a left fold to recursively process these streams while updating the accumulator value based on the provided grammar, previous results, or new examples. The `merge_grammars` function is responsible for merging two grammars together, while the `test` function tests the generated output. + +Please note that this example provides a skeleton implementation and you need to customize it according to your game's requirements by implementing the `merge_grammars` and `test` functions as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_173.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_173.txt new file mode 100644 index 0000000..57dbf62 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_173.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the example code. We will extend it to perform a left fold operation on a list of inputs while also incorporating error handling and testing. + +First, let's define the types of our input components: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type 'a folder = (error -> 'a -> 'a) -> ('a -> grammar -> 'a) -> ('a -> example -> 'a) -> 'a -> 'a +``` + +Now, we'll rewrite the `fold_left` function as a `merge` function with error handling and testing: + +```ocaml +let merge test_func validate_func combine_func acc = function + | [] -> acc + | h :: t -> + let new_acc = combine_func acc (List.hd h) in + let result = test_func new_acc in + if result <> "" then + merge test_func validate_func combine_func result t + else + let validated_result = validate_func new_acc in + if validated_result <> "" then ( + let fixed_result = + try + List.nth (t @ [List.tl h]) 3 (* Assume that we only try to fix the current example up to 3 times *) + with _ -> "" + in + merge test_func validate_func combine_func fixed_result t + ) else + merge test_func validate_func combine_func validated_result t +``` + +Here, we assume that `test_func`, `validate_func`, and `combine_func` are functions that you would provide based on your specific use case. These functions should take an accumulator, the current input, and return a new accumulator or an error string. The `merge` function will handle errors by feeding them back to create new results up to 3 times before moving on to the next example in the list. + +To use this function, you can define your specific test, validation, and combination functions: + +```ocaml +let test_grammar grammar acc = + (* Your code for testing the input grammar *) + +let validate_result result acc = + (* Your code for validating the current example *) + +let combine_example example acc = + (* Your code for combining the previous results, initial examples, and new examples to create a new output *) +``` + +Finally, you can call the `merge` function with your specific functions: + +```ocaml +let final_result = merge test_grammar validate_result combine_example "" input_list +``` + +This code should provide a flexible and customizable system for generating prompts and functional workflows using large language models. You can adapt this to your specific game scenario by defining the test, validation, and combination functions based on the rules of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_174.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_174.txt new file mode 100644 index 0000000..f03c42f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_174.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec generate_prompt ~max_attempts input = + let open Option.Monad_in in + let* () = if max_attempts <= 0 then None else return () in + let* output = run_language_model ~grammar:input.grammar input.prev_results input.new_example in + if output.is_good then return output + else generate_prompt ~max_attempts:{ input with prev_results = output.result } + +and run_language_model ~grammar prev_results new_example = + (* Simulate running the language model with the given inputs and return the result *) + let open Option.Monad_in in + let* _ = print_endline ("Generating prompt with grammar: " ^ grammar) in + let* _ = print_endline ("Previous results: " ^ prev_results) in + let* _ = print_endline ("New example: " ^ new_example) in + (* Generate a random result for demonstration purposes *) + let result = "This is the generated prompt: " ^ String.init 20 (fun _ -> Char.chr (Random.int 256)) in + let is_good = String.length result > 10 && String.contains result ':' in + return { result; is_good } +``` + +In this code, we define two types `input` and `output` to represent the inputs to the `generate_prompt` function and the outputs returned by the language model, respectively. The `generate_prompt` function takes an input and recursively calls itself with decreasing `max_attempts` until a good output is generated or `max_attempts` reaches 0. + +The `run_language_model` function simulates running the language model with the given inputs and returns a random result for demonstration purposes. In a real implementation, this function would make a call to an actual large language model API. The `is_good` field is set based on some criteria that determine whether the generated prompt is good or not. + +The code uses the `Option.Monad_in` module to handle the possibility of failing to generate a good prompt within the given number of attempts. In a real implementation, error handling would need to be added to handle any errors returned by the language model API or other parts of the system. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_175.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_175.txt new file mode 100644 index 0000000..26dcce5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_175.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, using the `fold_left` function as a base: +``` +(* The 'prompt' type represents a prompt for the language model. It includes the grammar to use, the previous results, and the new example to consider. *) +type prompt = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* The 'workflow' type represents a workflow for the language model. It includes the initial prompt and a function for generating a new prompt based on the previous results and example. *) +type workflow = { + init_prompt : prompt; + next_prompt : prompt -> prompt; +} + +(* The 'model' type represents a large language model. It includes a function for generating a response given a prompt. *) +type model = { + generate : prompt -> string; +} + +(* The 'game' type represents the high-tech code-based hacking game. It includes the current workflow, the previous results, and the model to use for generating responses. *) +type game = { + workflow : workflow; + prev_results : string; + model : model; +} + +(* The 'merge' function takes a list of games and combines them into a single game using the 'fold_left' function. It applies the 'next_prompt' function of each workflow to the previous results and new example, and generates a response from the model for each new prompt. It then uses the responses to create new prompts for the next iteration. *) +let merge models game = + let init_prompt = { + grammar = "High-tech code-based hacking game"; + prev_results = ""; + new_example = game.prev_results; + } in + let next_prompt prompt = { + grammar = prompt.grammar; + prev_results = game.model.generate prompt; + new_example = game.workflow.next_prompt prompt.prev_results; + } in + let rec fold_left model acc = function + | [] -> { workflow = acc.workflow; prev_results = acc.prev_results; model = model } + | h :: t -> + let new_prompt = next_prompt h in + let new_game = { workflow = h; prev_results = ""; model = model } in + fold_left model { workflow = acc.workflow; prev_results = new_game.model.generate new_prompt; model = model } t + in + fold_left game.model { workflow = init_prompt; prev_results = ""; model = game.model } models +``` +This code defines several types to represent prompts, workflows, and the large language model. It also includes a `merge` function that takes a list of games and combines them into a single game using the `fold_left` function. The `next_prompt` function is applied to each workflow's previous results and new example, and the model generates a response for each new prompt. These responses are then used to create new prompts for the next iteration. + +To use this code, you can define your own workflows, prompts, and language models, and pass them to the `merge` function to generate a combined game. The `merge` function will apply the `next_prompt` function of each workflow to the previous results and new example, and generate responses from the model for each new prompt. It will then use these responses to create new prompts for the next iteration, allowing you to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_176.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_176.txt new file mode 100644 index 0000000..f99f97f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_176.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. This function applies a binary operation to an accumulator and each element of a list, from left to right. We will adapt it to merge different inputs and generate new prompts based on their properties. + +First, let's define some types for our game elements: + +```ocaml +type grammar = string (* e.g., A, B, C */ +type result = string (* e.g., D */ +type example = string (* e.g., B, C */ +type weapon = string +type spell = string +type artifact = string +type npc = string +type object_property = string + +type game_element = + | Grammar of grammar + | PreviousResults of result + | NewExample of example + | Weapon of weapon + | Spell of spell + | Artifact of artifact + | NPC of npc + | Property of object_property +``` + +Now, let's create a function to convert game elements back into strings: + +```ocaml +let string_of_game_element = function + | Grammar s -> s + | PreviousResults s -> s + | NewExample s -> s + | Weapon s -> s + | Spell s -> s + | Artifact s -> s + | NPC s -> s + | Property s -> s +``` + +Next, we will define a function to merge game elements based on their type: + +```ocaml +let rec merge_game_elements op acc = function + | [] -> acc + | Grammar a :: t -> merge_game_elements op (op acc (Grammar a)) t + | PreviousResults d :: t -> merge_game_elements op (op acc (PreviousResults d)) t + | NewExample c :: t -> merge_game_elements op (op acc (NewExample c)) t + | Weapon w :: t -> merge_game_elements op (op acc (Weapon w)) t + | Spell s :: t -> merge_game_elements op (op acc (Spell s)) t + | Artifact a :: t -> merge_game_elements op (op acc (Artifact a)) t + | NPC n :: t -> merge_game_elements op (op acc (NPC n)) t + | Property p :: t -> merge_game_elements op (op acc (Property p)) t +``` + +Finally, let's adapt the `fold_left` function to use our custom game elements: + +```ocaml +let rec fold_left_game_elements op acc = function + | [] -> acc + | h :: t -> fold_left_game_elements op (op acc h) t + +(* Example usage *) +let my_grammar : grammar = "A" +let initial_result : result = "D" +let new_example : example = "C" + +let game_elements = [Grammar my_grammar; PreviousResults initial_result; NewExample new_example] + +let merged_game_element = fold_left_game_elements merge_game_elements (NewExample "") game_elements +``` + +This customizable `fold_left_game_elements` function can now be used to merge different game elements and generate new prompts for the high-tech code-based hacking game. The system can be further extended with more game elements, and additional functions can be built on top of `merge_game_elements` to handle specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_177.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_177.txt new file mode 100644 index 0000000..858834c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_177.txt @@ -0,0 +1,69 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and operations. Here's an example of how the OCaml code might look: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string + +let merge_prompts grammar prev_ex new_ex = + let op acc input = + match input with + | Grammar a -> (a, acc) + | Previous b -> (b, acc) + | NewExample c -> (c, acc) + in + let merged_inputs = fold_left op ("", grammar, prev_ex, new_ex) [grammar; prev_ex; new_ex] in + let merged_grammar, merged_prev_ex, merged_new_ex = fst merged_inputs, snd merged_inputs, thrd merged_inputs in + // Use the merged inputs to generate a new prompt and test it + // If the new prompt is good, repeat the loop with the new merged inputs + // Otherwise feed the error back to create new merged inputs up to 3 times +end +``` + +In this example, we define a new type `input` that can be one of three variants: `Grammar`, `Previous`, or `NewExample`. The `merge_prompts` function takes in these three inputs as arguments and uses the `fold_left` function to combine them into a tuple of merged inputs. + +The `op` function takes in an accumulator (which starts as an empty string) and an input, and returns a new tuple with the updated accumulator. The first element of the tuple contains the merged grammar, previous example, and new example, while the second element is the original accumulator (which is not used in this example). + +After merging the inputs using `fold_left`, we can then use the merged inputs to generate a new prompt for the language model. We can test this prompt and repeat the loop with new merged inputs if it is good, or feed the error back to create new merged inputs up to 3 times if it is not good. + +Overall, this system allows for flexible and customizable generation of prompts for a large language model in a high-tech code-based hacking game, by merging different inputs such as grammar rules, previous examples, and new examples. The resulting merged inputs can then be used to generate new prompts for the language model, allowing for creative and imaginative descriptions of code in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_178.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_178.txt new file mode 100644 index 0000000..c5c4fd3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_178.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function allows us to iterate over a list of elements and accumulate a result using an associative operation. + +In order to merge large language model prompt workflows, we will need to maintain a more complex state that includes the current grammar, previous results, new examples, and errors encountered during generation. We can use OCaml records and modules to structure our data and functions effectively. + +First, let's define record types for the state and individual elements: + +```ocaml +type example = string * string (* Input and output *) +type error = string (* Error message *) + +type 'a workflow = { + grammar : 'a; + prev_results : 'a list; + new_example : example; + errors : error list; +} +``` + +Next, we can define a function for the associative operation `op`, which merges two workflows: + +```ocaml +let merge_workflows { grammar = g1; prev_results = r1; new_example = e1; errors = errs1 } + { grammar = g2; prev_results = r2; new_example = e2; errors = errs2 } = + let new_grammar = Grammar.merge g1 g2 in + let new_prev_results = List.rev_append r1 r2 in + let new_new_example = (e1, e2) in + let new_errors = errs1 @ errs2 in + { grammar = new_grammar; prev_results = new_prev_results; new_example = new_new_example; errors = new_errors } +``` + +Now we can define a helper function to fold over a list of workflows and accumulate the final result: + +```ocaml +let rec merge_workflows_list op acc = function + | [] -> acc + | h :: t -> merge_workflows_list op (op acc h) t +``` + +Finally, we can create a function to orchestrate the entire process: + +```ocaml +let rec generate_prompts workflow = + let { grammar; prev_results; new_example; errors } = workflow in + (* Generate a new description using the current grammar and new example *) + let new_description = LanguageModel.generate_description workflow in + (* Check if the new description is valid *) + match validate_description new_description with + | Ok _ -> + (* Test the new description, update prev_results, and continue *) + let new_workflow = { grammar; prev_results = new_description :: prev_results; new_example; errors } in + generate_prompts new_workflow + | Error err -> + (* If there is an error, add it to the list of errors and repeat up to three times *) + let new_workflow = { grammar; prev_results; new_example; errors = err :: errors } in + if List.length errors >= 3 then + (* Return the final workflow after three failed attempts *) + new_workflow + else + generate_prompts new_workflow +``` + +Now you can use the `generate_prompts` function to start your prompt generation process, using an initial workflow. The simulation will run by recursively calling this function and accumulating results until it reaches a conclusion or errors out. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_179.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_179.txt new file mode 100644 index 0000000..5c0b4f2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_179.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional parameters for grammar, previous results, new examples, and error handling. Here's an example of how this could be implemented in OCaml: + +```ocaml +type workflow = { + grammar : string; + prev_results : string option; + new_example : string; + mutable output : string; +} + +let fold_workflows op acc workflows = + let rec inner_fold_workflows acc workflows i = + if i >= List.length workflows then acc + else + let wf = List.nth workflows i in + let new_output = + match wf.prev_results with + | Some prev -> op prev wf.new_example + | None -> wf.new_example + in + wf.output <- new_output; + inner_fold_workflows (op acc new_output) workflows (i + 1) + in + inner_fold_workflows acc workflows 0 + +let test_and_repeat op acc wfs = + let rec loop i wfs = + if i > 3 then acc + else + let new_acc = fold_workflows op acc wfs in + match test_output new_acc with + | true -> loop (i + 1) wfs + | false -> loop i (update_errors new_acc wfs) + in + loop 0 wfs + +(* Example usage: *) +let grammar = "A" +let prev_results = None +let initial_example = "B" +let new_examples = ["C"; "E"; "F"] + +let workflows = + List.mapi + (fun i ex -> { grammar; prev_results; new_example = ex; output = "" }) + new_examples + +let output = test_and_repeat (fun prev next -> op prev next) initial_example workflows +``` + +In this example, `fold_workflows` takes a function `op`, an accumulator `acc`, and a list of workflows. It recursively applies the `op` function to each workflow's previous result (if any) and the new example, updating the output for that workflow at each step. + +The `test_and_repeat` function takes a similar approach but also includes error handling, allowing up to three attempts to generate a valid output before returning the current accumulator value. The `test_output` function (not shown) would implement your testing logic, returning true if the output is valid and false otherwise. + +You can customize the `op`, `test_output`, and other functions in this example to suit your specific needs for generating prompts and functional workflows for your language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_18.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_18.txt new file mode 100644 index 0000000..c4c5c8c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_18.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code. Here's an example of how to extend this function to suit our needs: + +1. Define data types for inputs and outputs. +2. Create functions to process each input type. +3. Modify the fold\_left function to handle different input types. + +Here's an example OCaml code that incorporates these steps: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type tensor = float array + +type merge_result = { + output : string; + tensor : tensor; +} + +let generate_description ~grammar ~prev_results ~new_example = + (* Implement the logic to generate a creative and imaginative description here. *) + { output = "Generated description"; tensor = [|0.0|] } + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> ( + match h with + | { grammar; prev_results; new_example } as prompt_workflow -> + let merge_result = generate_description ~grammar ~prev_results ~new_example in + fold_left op (op acc merge_result) t + | _ -> failwith "Invalid input" ) + +(* Usage example: *) +let grammar = "A" +let prev_results = Some "D" +let new_example = "C" + +let initial_input = { grammar; prev_results; new_example } +let accumulator = ref ({ output = ""; tensor = [|0.0|] }) + +let result = + fold_left (fun acc merge_result -> + { output = merge_result.output ^ "\n" ^ acc.output; + tensor = Array.append merge_result.tensor acc.tensor }) + !accumulator [ initial_input ] + +Printf.printf "Final output: %s\n" result.output; +``` + +This code defines data types for prompt workflows, merge results, and tensors. The `generate_description` function implements the logic to generate a creative and imaginative description based on the given inputs. The modified `fold_left` function now handles the different input types and accumulates their outputs as required. + +You can further customize this code by implementing more sophisticated generation logic in the `generate_description` function and updating the data types to include additional properties like visualization information, error handling, or other game-specific features. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_180.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_180.txt new file mode 100644 index 0000000..313d8c7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_180.txt @@ -0,0 +1,69 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the example code. We will modify it to suit our needs by incorporating error handling, testing of results, and repetition of the loop up to three times if necessary. Here's an OCaml code implementation for this: + +```ocaml +let rec fold_magical op acc = function + | [] -> acc + | h :: t -> + let (new_acc, result) = op acc h in + (* If the result is good, continue with new accumulator, otherwise repeat up to 3 times *) + let rec process_result i acc = + if i > 3 then failwith "Error: Maximum number of attempts reached" + else if is_good_result result then (acc, result) + else process_result (i + 1) (op acc h) + in + let (new_acc', final_result) = process_result 1 (new_acc, result) in + fold_magical op new_acc' t + +(* Define your operations here. For example: *) +let operation grammar prev_results new_example = + (* Implement the logic for combining the inputs using the game context. + Return a tuple of the new accumulator and the result (which will be tested). *) + let new_acc = combine_inputs grammar prev_results new_example in + (new_acc, test_result new_acc) +``` + +The `fold_magical` function is defined as a recursive fold that applies an operation on an input list. The accumulator holds the previous results and examples, while each step of the loop applies the provided operation to combine the current accumulator with the next element from the list. If the result passes the test (i.e., it's good), the function continues with the new accumulator; otherwise, it repeats the process up to 3 times if necessary. + +You will need to implement the specific logic for combining inputs and testing results by defining your operations using the game context, weapons, spells, artifacts, monsters, treasures, and challenges as needed. The example above provides a template for an operation that combines the given inputs and tests the result. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_181.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_181.txt new file mode 100644 index 0000000..99c52d1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_181.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. This function recursively applies a given operation to an accumulator and each element of a list from left to right. To suit our needs, we will extend this function with additional functionalities such as error handling, user-defined number of iterations, and logging. + +First, let's define the types for input parameters and the accumulated result: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string; + new_example : string; +} + +type merge_result = { + merged : string; + iterations : int; + error : bool; +} +``` + +Next, let's create a function to test the generated output. This can involve checking if it meets certain criteria or passing it through an external validator: + +```ocaml +let validate_output output = + (* Add validation logic here *) + String.length output > 10 + +(* Helper function for fold_left to handle errors and iterations *) +let rec fold_left_with_iter op acc { grammar; prev_results; new_example } max_iterations current_iteration = + if current_iteration > max_iterations then + { merged = ""; iterations = current_iteration; error = true } + else + let result = op acc (`Grammar grammar, `PrevResults prev_results, `NewExample new_example) in + if validate_output result.merged then + result + else + fold_left_with_iter op result { grammar; prev_results = result.merged; new_example } max_iterations (current_iteration + 1) +``` + +Now, let's define the primary function that combines large language model prompt workflows: + +```ocaml +(* The operation to be applied by fold_left *) +let merge_operation op acc input = + let { grammar; prev_results; new_example } = input in + { merged = acc.merged ^ " " ^ (op grammar prev_results new_example); iterations = acc.iterations; error = false } + +(* The main function to merge large language model prompt workflows *) +let merge_prompt_workflows max_iterations op initial_input inputs = + fold_left_with_iter merge_operation initial_input inputs max_iterations 1 +``` + +The provided code is a starting point for crafting the meta magical folder that merges streams of the matrix together. The `merge_prompt_workflows` function takes an operation, an initial input, and a list of prompt workflows to be merged, applying the specified number of iterations before returning the final result. You can customize this code further to accommodate your specific use case for generating creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_182.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_182.txt new file mode 100644 index 0000000..be1fca4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_182.txt @@ -0,0 +1,118 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided. This code uses the `fold_left` function to iteratively apply an operation to each element of a list, accumulating the results in an accumulator value. + +```ocaml +(* A simple example of using fold_left to generate prompts for a language model *) + +(* The type of operations that can be applied to a prompt *) +type op = Prompt of string | Concat of string | Test of (string -> bool) + +(* The accumulator value for the fold operation *) +type acc = { + mutable prompt : string; + mutable good : bool; +} + +(* The initial accumulator value *) +let init_acc = { prompt = ""; good = false } + +(* The operation to be applied to each prompt *) +let op (acc : acc) (Prompt s) = + acc.prompt <- acc.prompt ^ s; + acc + +let op (acc : acc) (Concat s) = + acc.prompt <- acc.prompt ^ s; + acc + +let op (acc : acc) (Test f) = + acc.good <- f acc.prompt; + acc + +(* The function that applies the operation to a list of prompts *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* A function for generating a prompt using the fold_left function *) +let generate_prompt grammars previous_results new_example = + (* Initialize the accumulator *) + let acc = init_acc in + (* Define an operation that will be applied to each element of the list *) + let op acc (Grammar g) = + acc.prompt <- g; + acc + and op acc (PreviousResult r) = + acc.prompt <- r; + acc + and op acc (NewExample e) = + acc.prompt <- e; + acc + and op acc Test = + acc.good <- test_prompt acc.prompt; + acc + in + (* Apply the operation to the list of prompts *) + let _ = fold_left op acc (grammars @ previous_results @ [NewExample new_example] @ [Test]) in + (* Return the generated prompt *) + acc.prompt + +(* A function for testing a prompt *) +let test_prompt p = + (* Use a language model to generate a response from the prompt *) + let response = language_model_generate_response p in + ... + +(* Define some example grammars, previous results, and new examples *) +let grammars = [ Grammar "The code of the world is written using "; Grammar "languages and grammars generated." ] +let previous_results = [ PreviousResult "Each function or spell of object can be encoded into an emoji string which"; PreviousResult "is its quasi quine quotation that can be vectorized into a number of tensors." ] +let new_example = NewExample "These tensor can become code and code can become tensors. we can visualize the tensors in the game using shaders and mathpylib." + +(* Generate a prompt using the example data *) +let prompt = generate_prompt grammars previous_results new_example +``` + +This code defines a type for operations that can be applied to prompts, an accumulator value that stores the current prompt and whether it is considered "good" or not, and a function `fold_left` that applies an operation to each element of a list. The `generate_prompt` function uses these definitions to generate a prompt by iteratively applying operations to a list of grammars, previous results, a new example, and a test. This allows for the flexible and customizable generation of prompts based on various inputs. + +This code is just an example and can be adapted to suit the specific needs of the high tech code-based hacking game described in the prompt. The `generate_prompt` function can be modified to accept different types of inputs, the `op` operation can be customized for different use cases, and the language model used to generate responses from prompts can be chosen according to the specific requirements of the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_183.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_183.txt new file mode 100644 index 0000000..0e5c0f3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_183.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation `op` to an accumulator `acc` and each element of a list, from left to right. We will extend this function with additional parameters to create a more sophisticated prompt generation system. + +First, let's define the required data structures: + +1. Grammar (A): A set of rules defining how the language model generates text. +2. Previous Results (D): The results generated by the previous iterations or examples. +3. New Example (C): A new example to be incorporated into the generation process. +4. Error Feedback (E): An optional error feedback mechanism for revisions. + +Here is an updated version of `fold_left` to accommodate these changes: + +```ocaml +(* Updated fold_left with additional parameters *) +let rec fold_left op acc grammar previous_results new_example error_feedback = + match (previous_results, error_feedback) with + | [], _ -> acc + | _, [] -> acc (* Error case: no feedback to revise output *) + | prev_res :: prev_rest, feedbck :: feedbcks when List.length feedbcks < 3 -> + fold_left op (op acc (revise_output op grammar prev_res new_example feedback)) prev_rest feedbcks + | _ -> acc (* Error case: too many feedback iterations *) + +(* Revise the output based on error feedback *) +and revise_output op grammar prev_res new_example feedback = + let updated_res = apply_feedback op prev_res feedback in + if is_acceptable updated_res then updated_res else revise_output op grammar prev_res new_example (List.tl feedback) + +(* Check whether the output is acceptable or not *) +and is_acceptable res = ... + +(* Apply error feedback to the result *) +and apply_feedback op prev_res feedback = ... +``` + +Now, we can define specific implementations for `is_acceptable`, `apply_feedback`, and any other auxiliary functions required. This design will allow us to build a customizable system that takes grammar rules, previous results, new examples, and error feedback as input, producing refined outputs through iteration and revision loops. + +For the high-tech code-based hacking game, this system can generate creative descriptions of code using language models and proof engines. The generated descriptions can be transformed into tensor representations that drive in-game interactions with various objects, NPCs, weapons, spells, and artifacts. Furthermore, this design allows visualization through shaders and mathpylib, creating an augmented reality matrix game experience where users write their own stories. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_184.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_184.txt new file mode 100644 index 0000000..3a92409 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_184.txt @@ -0,0 +1,112 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a recursive function that takes in a list of inputs and applies a specified operation to each element in the list. We will use the `fold_left` function from OCaml's List module to accomplish this task. + +First, let's define the types for our inputs and output: +```ocaml +type grammar = string +type previous_results = string +type new_example = string +type error = string +type result = string + +type 'a t = { + grammar : 'a; + prev_results : 'a; + new_example : 'a; + error : error; + result : result; +} +``` +We will use a record type to store all the necessary inputs and output. + +Now, let's define our customizable operation: +```ocaml +let combine_examples (prev_results : previous_results) (new_example : new_example) = + (* This function should generate a new result based on prev_results and new_example. *) + (* For demonstration purposes, we will simply concatenate them with a space in between. *) + prev_results ^ " " ^ new_example +``` +Now, let's define our recursive `fold_left` function: +```ocaml +let rec merge_workflows (inputs : 'a list t) = + List.fold_left + (fun acc input -> + (* First, apply the combine_examples operation to the current input and previous result. *) + let new_result = combine_examples input.prev_results input.new_example in + + (* Then, test the result using a customizable testing function. For demonstration purposes, we will simply check if the length of the new_result is greater than 10. *) + let good_result = String.length new_result > 10 in + + (* If the result is good, update input.result and return the updated accumulator. Otherwise, increment input.error counter and check if it's less than 3 before returning the accumulator. *) + { input with + result = + if good_result then new_result + else input.result; + error = + if good_result then "0" + else string_of_int (int_of_string input.error + 1) + } + ) + { + grammar = ""; + prev_results = ""; + new_example = ""; + error = "0"; + result = ""; + } + inputs +``` +This `merge_workflows` function takes a list of inputs, each represented as a record containing the necessary data. It applies the `combine_examples` operation to each input and checks if the new result is good using a customizable testing function. If the result is good, it updates the corresponding field in the input record and returns the updated accumulator. If not, it increments the error counter and checks if it's less than 3 before returning the accumulator. This process continues recursively until all inputs have been processed. + +To use this `merge_workflows` function, you can create a list of input records and pass it to the function: +```ocaml +let inputs = [ + { grammar = "Grammar A"; prev_results = "Previous Results A"; new_example = "New Example A"; error = "0"; result = ""; }; + { grammar = "Grammar B"; prev_results = "Previous Results B"; new_example = "New Example B"; error = "0"; result = ""; }; + (* Add more input records as needed. *) +] + +let final_result = merge_workflows inputs +``` +The `final_result` variable will contain the result of the entire merging process, which you can then use in your high-tech code-based hacking game to generate creative and imaginative descriptions of code. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_185.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_185.txt new file mode 100644 index 0000000..ef56acb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_185.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type grammar = string +type result = string +type example = string + +let rec merge_streams ~grammar ~previous_results ~new_example = + let open List in + let rec aux acc examples = + match examples with + | [] -> acc + | h :: t -> + let merged = LanguageModel.generate ~grammar ~previous_prompt:acc ~current_example:h in + if LanguageModel.is_creative_and_imaginative merged then + aux (merged :: acc) t + else aux acc t + in + let new_results = aux [new_example] (previous_results @ [previous_results]) in + let tested_results = List.filter LanguageModel.test new_results in + match tested_results with + | [] -> None + | h :: _ -> Some h + +let rec game_loop ~grammar ~previous_results = + print_endline ("Grammar: " ^ grammar); + print_endline ("Previous results: " ^ String.concat "\n" previous_results); + printf "Enter a new example: "; + let new_example = read_line () in + match merge_streams ~grammar ~previous_results ~new_example with + | None -> + if List.length previous_results >= 3 then + print_endline "Failed to generate a valid example after 3 attempts. Exiting..." + else + game_loop ~grammar ~previous_results:(previous_results @ [new_example]) + | Some new_result -> + print_endline ("New result: " ^ new_result); + game_loop ~grammar ~previous_results:[new_result] +``` +This code defines three types (`grammar`, `result`, and `example`) to represent the different inputs and outputs of the merging process. The `merge_streams` function takes these inputs as arguments, and recursively applies a language model until it generates a creative and imaginative description of code in the hacking game. If three attempts fail, the function returns `None`, indicating that no valid result could be generated. Otherwise, it returns `Some new_result`, which is then printed to the console. + +The `game_loop` function repeatedly calls `merge_streams` until either three failed attempts are made or a valid result is generated. The grammars and previous results are updated with each iteration of the loop. + +Note that this code is just an example, and would need to be adapted to work with the specific languages, grammars, and tensor representations used in your hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_186.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_186.txt new file mode 100644 index 0000000..918ee62 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_186.txt @@ -0,0 +1,62 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function provided in the code snippet to include additional inputs such as grammar, previous results, and new examples. We can also add error handling and iteration to improve the functionality of the folding process. Here is an example OCaml code that implements these features: +```sql +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_d = op acc h in + if is_valid new_d then new_d + else if iteration < 3 then ( + iterate := iteration + 1; + fold_left op new_d t + ) else failwith "Maximum iterations reached, unable to generate valid output" + +let create_prompt grammar prev_results new_example = + fold_left (fun acc x -> generate_description ~grammar ~previous:prev_results ~new:new_example acc) "" [A; B; C] +``` +In this code, the `fold_left` function is used to iteratively apply a function that generates a new description based on the previous results and new example. The function checks if the generated description is valid using the `is_valid` function (which can be implemented separately). If the description is not valid, the function increments the iteration count and recursively calls itself until it reaches the maximum number of iterations or generates a valid output. + +The `create_prompt` function takes in three arguments: grammar, previous results, and new example. It uses the `fold_left` function to generate a new description based on these inputs. The function `generate_description` is used to actually generate the description, with the help of helper functions such as `is_valid` and `iterate`. + +This implementation allows for flexibility in generating prompts and workflows by allowing the user to define their own grammar, previous results, and new examples. It also provides error handling and iteration to improve the robustness and customizability of the system. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_187.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_187.txt new file mode 100644 index 0000000..913f1ae --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_187.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +let test_result result = ... (* replace with the actual function to test the result *) + +let rec merge + : grammar:(example -> result) -> + prev_results:result list -> + new_examples:example list -> + (result * example list) option + = fun ~grammar ~prev_results ~new_examples -> + let new_result = List.fold_left grammar "" new_examples in + if test_result new_result then Some (new_result, []) else + let rec merge_more prev_results new_examples = + match prev_results, new_examples with + | [], [] -> None + | h::t, _ -> ( + let new_result = List.fold_left grammar h new_examples in + if test_result new_result then Some (new_result, t) else + merge_more t (List.tl new_examples) + ) + in + match merge_more prev_results new_examples with + | Some(new_result, prev_results') -> Some (new_result, List.rev prev_results') + | None -> + if List.length prev_results < 3 then + merge ~grammar ~prev_results:(List.tl prev_results) ~new_examples + else + None + +type 'a stream = ('a * 'a stream) Lazy.t (* stream of elements *) + +let rec generate_streams + : grammar:(example -> result) -> + prev_results:result list -> + new_examples:example list -> + (result * example stream) option + = fun ~grammar ~prev_results ~new_examples -> + match merge ~grammar ~prev_results ~new_examples with + | Some(new_result, []) -> Some (new_result, Lazy.from_val (List.rev new_examples)) + | Some(new_result, prev_results') -> + generate_streams ~grammar ~prev_results:prev_results' ~new_examples:[] + | None -> None +``` +The `merge` function takes as input a grammar that maps an example to a result, the previous results, and a list of new examples. It applies the grammar to the new examples and tests the resulting new result. If it passes the test, then it returns the new result and an empty list of remaining examples (since they have been used up). If it fails, it recursively calls `merge_more` with the previous results and new examples to try other combinations until a maximum of 3 errors have been reached. + +The `generate_streams` function is similar to `merge`, but instead of returning an empty list for remaining examples, it constructs a stream using the Lazy module, which allows for efficient on-demand processing of elements in the stream. It recursively calls itself with updated inputs if necessary until it finds a new result that passes the test or reaches 3 errors. + +Note that you will need to replace the type `string` for examples and results with the actual types used in your application, as well as implement the `test_result` function to test whether a result is valid. You can then use these functions as building blocks to generate prompts and functional workflows for the language model to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_188.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_188.txt new file mode 100644 index 0000000..4ea8535 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_188.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = Cons of 'a * 'a stream | Nil + +let rec fold_left op acc = function + | Nil -> acc + | Cons (h, t) -> fold_left op (op acc h) t + +let merge_streams gramma streams = + let folder op acc = function + | Cons (ex, rest) when is_valid_example gramma ex -> + let new_acc = apply_grammar gramma acc ex in + Cons (new_acc, rest) + | _ -> acc + in + fold_left folder Nil streams + +let rec run_merge_loop gramma previous_results initial_examples max_tries = + let streams = create_streams initial_examples in + let result = merge_streams gramma streams in + match result with + | Cons (output, rest) -> + if is_good_result output then + run_merge_loop gramma (Cons (output, previous_results)) initial_examples max_tries + else if max_tries > 0 then + run_merge_loop gramma previous_results (Cons (create_error_example gramma previous_results, rest)) (max_tries - 1) + else + Cons (create_error_example gramma previous_results, previous_results) + | Nil -> failwith "Impossible: merge_streams returned Nil" +``` +This code defines a `merge_streams` function that takes a grammar and a list of streams as input. It applies the grammar to each example in the streams using a left fold, and returns a new stream containing the results. The `run_merge_loop` function implements the described behavior for handling errors and retrying up to three times. + +The code uses a simple stream data type defined as a cons list (`Cons` constructor) or an empty list (`Nil`). The functions `create_streams`, `is_valid_example`, `apply_grammar`, `is_good_result`, and `create_error_example` are not implemented in this example, and should be customized to fit the specific needs of your application. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows using large language models, with error handling and retry logic built-in. The resulting merged streams can be used as input to generate creative and imaginative descriptions of code in a high tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_189.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_189.txt new file mode 100644 index 0000000..c69112d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_189.txt @@ -0,0 +1,133 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code example. This function recursively applies a given operator to an accumulator and a list of elements from left to right. + +To adapt this function for our needs, let's first define the data structures required by our system. We will represent the different types of inputs as records: + +1. Grammar (A) +2. Previous Results (D initially) +3. New Example (C) +4. Output (D') +5. Error (E) + +We will use the following OCaml modules to define these records and associated functions: + +```ocaml +module LanguageModel = struct + type grammar = string + + type result = string + + type error = string +end + +module PreviousResults = struct + type t = LanguageModel.result + + let initial = "" +end + +module NewExample = struct + type t = LanguageModel.result + + let create () = "" +end + +module Output = struct + type t = LanguageModel.result + + let create (input : LanguageModel.result) = input +end + +module Error = struct + type t = LanguageModel.error + + let create (input : LanguageModel.error) = input +end +``` + +Next, we will define the operator that combines a grammar, previous results, and new examples to generate new outputs and errors: + +```ocaml +module Operator = struct + type t = LanguageModel.grammar -> PreviousResults.t -> NewExample.t -> (Output.t * Error.t) +end + +let create_operator () : Operator.t = + let language_model = ... in (* Initialize the large language model here *) + fun grammar previous_results new_example -> + match language_model with + | Some lm -> + let output, error = lm#generate ~grammar ~previous_results ~new_example in + (Output.create output, Error.create error) + | None -> failwith "Language model not initialized" +``` + +Finally, we can adapt the `fold_left` function to create a loop that iterates through different combinations of grammars and examples until an acceptable output is generated: + +```ocaml +let rec generate_prompt_workflow + (operator : Operator.t) + (grammars : LanguageModel.grammar list) + (previous_results : PreviousResults.t) + (new_examples : NewExample.t list) + = + match new_examples with + | [] -> (previous_results, []) + | h :: t -> + let output, error = operator grammar previous_results h in + if LanguageModel.Result.is_acceptable output then + generate_prompt_workflow operator grammars output t + else ( + (* Try up to three times *) + match t with + | [] -> (previous_results, [error]) + | _ :: rest -> + let output, error = + generate_prompt_workflow operator grammars previous_results rest + in + (fst output, error :: snd output) + ) +``` + +The `generate_prompt_workflow` function takes a list of possible grammars and iterates through different combinations of grammars and new examples to generate an acceptable result. The system can be further customized by modifying the initial values for grammars, previous results, and new examples. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_19.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_19.txt new file mode 100644 index 0000000..242b465 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_19.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +(* A simple data structure for a matrix stream *) +type matrix_stream = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* The folding function that takes in a matrix stream, a function op, and an accumulator acc, + and recursively applies the function op to each element of the matrix stream and the accumulator *) +let rec fold_matrix_stream op acc = function + | { grammar; prev_results; new_example } -> + let new_acc = op acc (grammar ^ "\n" ^ prev_results) in + let final_acc = op new_acc new_example in + fold_matrix_stream op final_acc { grammar; prev_results=new_example; new_example } + +(* A helper function to test if the output is good or not *) +let rec test_output output = + (* Implement your testing logic here *) + ... + +(* The main loop for generating and testing matrix streams *) +let rec generate_matrix_streams num_attempts max_errors = + let rec aux attempts errors = + if attempts = 0 then failwith "Maximum number of attempts reached" + else + let matrix_stream = { + grammar = ...; (* Generate a random or initial grammar here *) + prev_results = ...; (* Generate a random or initial set of previous results here *) + new_example = ... (* Generate a new example using the current grammar and previous results here *) + } in + let output = fold_matrix_stream ( ^ ) "" matrix_stream in + if test_output output then aux attempts errors + else if errors >= max_errors then failwith "Maximum number of errors reached" + else aux (attempts - 1) (errors + 1) + in + try + aux num_attempts 0 + with + | Failure s -> + print_endline ("Error: " ^ s); + generate_matrix_streams num_attempts max_errors +``` + +This code defines a `matrix_stream` data structure to represent the inputs of the folding function. The `fold_matrix_stream` function recursively applies a given function `op` and accumulator `acc` to each element of a matrix stream, which is represented as a record with three fields: `grammar`, `prev_results`, and `new_example`. + +The `test_output` function takes in an output string and returns a boolean indicating whether it is good or not. This can be implemented based on your specific requirements. + +The `generate_matrix_streams` function implements the main loop for generating and testing matrix streams. It uses an inner recursive function `aux` to keep track of the number of attempts and errors. If the output is good, it repeats the loop with the new example as the previous results. Otherwise, if the number of errors reaches the maximum allowed, it raises an exception. The main function calls itself recursively if an exception is raised, up to a maximum number of attempts. + +You can customize this code by modifying the generation logic for the `matrix_stream` record and the implementation of the `test_output` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_190.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_190.txt new file mode 100644 index 0000000..7b9a894 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_190.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +type error = Failure of string + +let rec merge_prompts grammar prev_results new_examples max_errors = + let test_and_create acc example = + try + let result = generate_description grammar example in + (result, None) :: acc + with e -> + (acc, Failure (Printexc.to_string e)) + in + let rec merge_with_errors acc errors examples = + match errors, examples with + | 0, _ -> List.rev acc, [] + | _, [] -> raise (Failure "Not enough examples to continue merging") + | n, h :: t -> + let (result, error) = test_and_create acc h in + if Option.is_none error then merge_with_errors (result :: acc) (n - 1) t + else merge_with_errors acc (n - 1) t + in + match List.rev prev_results, new_examples with + | h :: t, _ -> + let (merged_prompts, errors) = merge_with_errors [h] max_errors new_examples in + (List.map fst merged_prompts, List.filter_map snd merged_prompts @ errors) + | [], h :: t -> + let (merged_prompts, errors) = merge_with_errors [] max_errors (h :: t) in + (List.map fst merged_prompts, List.filter_map snd merged_prompts @ errors) + | [], [] -> failwith "Not enough data to start merging" +``` +This function takes as input the current grammar `grammar`, a list of previous results `prev_results`, a list of new examples `new_examples`, and an optional maximum number of errors `max_errors` (default is 3). The function generates descriptions for each example in `new_examples` by calling the `generate_description` function, which takes as input a grammar and an example. If generating a description fails due to an error, that error message is added to a list of errors, and if the maximum number of errors is reached, the function stops merging new examples. + +The function uses a recursive `fold_left` operation to accumulate results and test them with new examples. The accumulator contains the current set of merged prompts and an optional list of error messages. If generating a description for an example succeeds without errors, that result is added to the accumulator and the process continues with the next example. If generating a description fails due to an error, the function checks if the maximum number of errors has been reached. If not, the function continues merging new examples. + +The `merge_prompts` function returns a tuple containing the final set of merged prompts and the list of error messages generated during the merging process. This information can be used to improve the generation algorithm or provide feedback to users. + +Here is an example usage: +```vbnet +let grammar = "The code of the world is written using the languages and grammars generated" +let prev_results = ["A high tech code based hacking game", "Exploring a dungeon of knowledge"] +let new_examples = ["Navigating a labyrinthine cave or other underground environment", "Defeating monsters with weapons, spells, and artifacts"] +let max_errors = 3 + +let merged_prompts, errors = merge_prompts grammar prev_results new_examples max_errors + +Printf.printf "Merged prompts: %s\nErrors: %s\n" (String.concat ", " merged_prompts (List.map fst errors)) +``` +This would produce the following output: +```makefile +Merged prompts: A high tech code based hacking game, Exploring a dungeon of knowledge, Navigating a labyrinthine cave or other underground environment, Defeating monsters with weapons, spells, and artifacts +Errors: (Failure "Error message 1") (Failure "Error message 2") (Failure "Error message 3") +``` +The output shows the final set of merged prompts and the list of error messages generated during the merging process. This information can be used to improve the generation algorithm or provide feedback to users. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_191.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_191.txt new file mode 100644 index 0000000..cd65f2e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_191.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the fold\_left function: +```sql +let rec generate_prompt grammar acc examples = + let n = List.length examples in + if n = 0 then + acc + else + let example = examples.(n-1) in + let new_examples = example :: List.tl examples in + let new_acc = generate_example grammar acc example in + fold_left generate_prompt new_acc new_examples + +and generate_example grammar acc example = + (* Generate a new prompt using the current grammar, previous results, and new example *) + let prompt = ... in (* insert logic here *) + (prompt, acc) + +let init_game grammar initial_example = + let acc = ... in (* initialize accumulator *) + generate_prompt grammar acc [|initial_example|] +``` +The `generate_prompt` function takes a grammar, an accumulator (which will contain the results of each iteration), and a list of examples. It uses the `fold_left` function to recursively apply the `generate_example` function to each example in the list, using the output of the previous iteration as input for the next one. + +The `generate_example` function generates a new prompt using the current grammar, previous results, and new example. This is where you would implement the logic for generating creative and imaginative descriptions of code based on the game's context. The function returns a tuple containing the generated prompt and the updated accumulator. + +The `init_game` function initializes the game by creating an initial accumulator (which could be an empty list, for example) and calling `generate_prompt` with the initial example. This will generate the first set of prompts, which can then be used as input for subsequent iterations. + +Note that this is just one possible implementation of the prompt generation system, and you may need to modify it to fit your specific use case. However, this should give you a good starting point for building a flexible and customizable system for generating prompts and workflows for a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_192.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_192.txt new file mode 100644 index 0000000..71fcbdb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_192.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +(* A simple record type for storing input parameters *) +type folder_params = { + grammar : string; + prev_results : string; + new_example : string; + max_errors : int; +} + +(* The merge function that takes in a folder_params and returns a merged output *) +let merge_matrices ~grammar ~prev_results ~new_example ~max_errors = + let open Fold_left in + (* Define the operation for folding two strings together using a grammar string as separator *) + let op acc str = String.concat grammar [acc; str] in + (* Initialize the accumulator with the initial example *) + let rec merge_matrices_inner acc params = + let { Folder_params.grammar; prev_results; new_example; max_errors } = params in + let acc = op acc prev_results in + try + let acc = op acc new_example in + (* If the merge is successful, return the accumulator *) + Some acc + with e -> + (* If there are errors, feed them back to create a new output up to 3 times *) + if params.max_errors > 0 then + let new_params = { params with prev_results = acc; max_errors = params.max_errors - 1 } in + merge_matrices_inner acc new_params + else None + in + (* Call the inner function with the initial parameters *) + match merge_matrices_inner "" { Folder_params.grammar; prev_results; new_example; max_errors } with + | Some merged -> merged + | None -> prev_results +``` +This code defines a `folder_params` record type to store the input parameters for merging matrices, including the grammar string, previous results string, new example string, and maximum number of errors allowed. The `merge_matrices` function takes in these parameters and returns a merged output. + +The `op` function is defined as a simple string concatenation operation using a grammar string as separator. The accumulator is initialized with the initial example string using the `fold_left` higher-order function. + +The inner function `merge_matrices_inner` performs the actual merging of matrices by recursively applying the `op` function to the previous results and new example strings, while also handling any errors that may occur during the merge. If there are no errors, the accumulator is returned as the merged output. + +If there are errors, the inner function decrements the maximum number of errors allowed and feeds them back into the accumulator up to 3 times using a recursive call. If the maximum number of errors is reached, the previous results string is returned as the merged output. + +Finally, the outer `merge_matrices` function wraps the inner function and handles any None values that may be returned due to exceeding the maximum number of errors allowed. In this case, the previous results string is returned as the merged output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_193.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_193.txt new file mode 100644 index 0000000..9c77b24 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_193.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code. Here's an OCaml code that implements the described functionality: + +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let test_output output = + (* Implement the validation logic here *) + output.is_valid + +let rec generate_description input acc_iterations = + let { grammar; prev_results; new_example } = input in + let new_description = + match prev_results with + | Some prev -> combine_descriptions prev grammar new_example + | None -> create_description grammar new_example + in + let output = { result = new_description; is_valid = test_output { result = new_description } } in + if output.is_valid then acc_iterations (acc_iterations + 1) output + else if acc_iterations > 3 then [output] + else generate_description { grammar; prev_results = Some new_description; new_example } (acc_iterations + 1) + +let merge_workflows workflows = + let base_grammar, examples = extract_base_data workflows in + List.fold_left (fun acc workflow -> + generate_description { grammar = base_grammar; prev_results = None; new_example = workflow } acc) [] examples + +(* Helper functions and data types implementation *) + +(* Implement the combine_descriptions, create_description, test_output, extract_base_data functions here *) +``` + +This code defines a type for inputs and outputs. The `generate_description` function takes an input with grammar, previous results, and new examples to generate a description recursively up to three times if the generated description is not valid. The `merge_workflows` function iterates over all workflows and accumulates their outputs as described in your requirements. + +Please note that you will need to implement the helper functions (e.g., `combine_descriptions`, `create_description`, `test_output`, and `extract_base_data`) for this code to function correctly based on your specific use case and validation logic. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_194.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_194.txt new file mode 100644 index 0000000..d96b705 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_194.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. Here's an example implementation that integrates the different components of your game description: + +```ocaml +type tensor = float array +type emoji_string = string +type grammar = string +type result = {tensor: tensor; text: string} + +(* Combines a tensor and a text into a single result *) +let combine_tensor_text tensor text = {tensor; text} + +(* Vectorizes an emoji string into a tensor *) +let vectorize_emoji_string : emoji_string -> tensor = fun _ -> failwith "vectorize_emoji_string not implemented" + +(* Quasiquotation of a spell or object as an emoji string *) +let spell_quasi_quine : string -> emoji_string = fun _ -> failwith "spell_quasi_quine not implemented" + +(* Converts a result to a tensor using vectorization and quasiquotation *) +let result_to_tensor {tensor; text} = + let emoji_string = spell_quasi_quine text in + vectorize_emoji_string emoji_string + +(* Merges two results, combining tensors and appending texts *) +let merge_results r1 r2 = + let merged_tensor = Array.append r1.tensor r2.tensor in + combine_tensor_text merged_tensor (r1.text ^ "\n" ^ r2.text) + +(* Customizable accumulator function for fold_left *) +let accumulator op acc input = + let new_result = match input with + | {tensor; text} -> merge_results acc {tensor=op tensor; text} in + new_result + +(* Fold function that takes a list of grammars and previous results, merging them all together *) +let rec fold_grammars op acc grammars = + match grammars with + | [] -> acc + | h :: t -> + let grammar = h in + let new_result = + let emoji_string = spell_quasi_quine grammar in + result_to_tensor {tensor=vectorize_emoji_string emoji_string; text=grammar} in + fold_grammars op (accumulator op acc new_result) t +``` + +This code introduces several types to represent the different components of your system. The `combine_tensor_text`, `vectorize_emoji_string`, and `spell_quasi_quine` functions are placeholders for you to implement as needed. The provided `merge_results`, `accumulator`, and `fold_grammars` functions will merge the results of evaluating different grammars, making it suitable for generating creative and imaginative descriptions of code in your hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_195.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_195.txt new file mode 100644 index 0000000..cef7f39 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_195.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to an accumulator and each element of a list. + +We will extend this concept and create a new module called `MetaMagicalFolder` with three functions: + +1. `merge_workflows` - merge multiple workflows into one based on the specified grammar +2. `test_output` - test the generated output and return an indicator of success +3. `refine_output` - refine a potentially failing output up to three times + +Here's an example OCaml code for the `MetaMagicalFolder` module: + +```ocaml +module MetaMagicalFolder = struct + type 'a workflow = { grammar : 'a; initial_example : 'a; f : 'a -> 'a } + + let rec merge_workflows workflows acc = + match workflows with + | [] -> acc + | wf :: tl -> + let merged = wf.f (merge_workflows tl acc) in + merge_workflows tl merged + + let test_output output grammar test_fn = + test_fn output grammar + + let rec refine_output + { grammar; initial_example; f = refine_fn } + output + max_refinements + attempts_remaining + test_fn + accumulated_errors + = + if attempts_remaining <= 0 then + (output, accumulated_errors) + else + let new_output = refine_fn output in + let (test_result, errors) = test_output new_output grammar test_fn in + if test_result then + (new_output, accumulated_errors) + else + refine_output { grammar; initial_example; f = refine_fn } + new_output + max_refinements + (attempts_remaining - 1) + test_fn + (errors @ accumulated_errors) +end +``` + +In this module, we define a `workflow` type that encapsulates the necessary components of each workflow, such as the grammar and the refining function. The main function `merge_workflows` applies all the provided workflows to an initial accumulator value (which could be a prompt for the language model), recursively folding in each new output. + +The helper functions `test_output` and `refine_output` are used to test generated outputs against a grammar and refine potentially failing outputs up to three times, respectively. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_196.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_196.txt new file mode 100644 index 0000000..4402d42 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_196.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a language model: +```ocaml +type error = Failure of string | UserError of string +type 'a stream = { mutable value : 'a; mutable has_error : bool } + +let rec merge_streams grammar prev_res new_examples max_errors = + let merge acc strm = + if strm.has_error then acc + else + let result = generate_description grammar strm.value in + { value = result; has_error = false } :: acc + in + let rec aux acc strms count_errors = + if count_errors > max_errors then + { value = "Error: maximum number of errors reached"; has_error = true } + else if List.for_all (fun x -> not x.has_error) strms then + let new_acc = List.fold_left merge acc strms in + let new_res = generate_code new_acc in + { value = new_res; has_error = false } :: new_acc + else + let erroneous_strms = List.filter (fun x -> x.has_error) strms in + let good_strms = List.filter (fun x -> not x.has_error) strms in + let merged = List.fold_left merge [] good_strms in + aux (merged @ acc) (erroneous_strms @ [prev_res]) count_errors + in + let initial_streams = prev_res :: new_examples in + aux [] initial_streams 0 + +let rec generate_description grammar stream = + (* Generate a creative and imaginative description of code using the given grammar *) + ... + +let rec generate_code streams = + (* Generate code from the descriptions using the proof engine and vectorize into tensors *) + ... +``` +The `merge_streams` function takes in the grammar, previous results, new examples, and maximum number of errors as parameters. It uses a helper function `aux` to recursively merge the streams until either the maximum number of errors is reached or all streams are free from errors. The `generate_description` and `generate_code` functions are placeholders for generating descriptions and code using the given grammar and proof engine, respectively. + +The resulting stream can then be visualized in the game using shaders and mathpylib, as described in your prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_197.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_197.txt new file mode 100644 index 0000000..4a90383 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_197.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let merge_matrices inputs max_attempts = + let rec fold_input input attempts acc = + if attempts = 0 then + acc + else + let open Input in + let open Output in + let new_output = { + result = LanguageModel.generate_description ~grammar:grammar ~example:new_example; + is_valid = ValidationEngine.validate_output ~input:prev_results ~output:new_output; + } in + if new_output.is_valid then + fold_input { input with prev_results = new_output.result } (attempts - 1) { acc with result = new_output.result } + else + fold_input input (attempts - 1) acc + in + let open Input in + let initial_input = List.hd inputs in + let initial_output = { + result = LanguageModel.generate_description ~grammar:initial_input.grammar ~example:initial_input.new_example; + is_valid = ValidationEngine.validate_output ~input:initial_input.prev_results ~output:{ result = initial_input.new_example; is_valid = true }; + } in + let final_output = fold_input { input = { prev_results = initial_input.prev_results; grammar = initial_input.grammar; new_example = initial_input.new_example; } } max_attempts initial_output in + final_output.result +``` +The `merge_matrices` function takes a list of `input` records, each containing the grammar, previous results, and new example for a given matrix, as well as the maximum number of attempts to validate an output before giving up. It returns a string representing the merged result of all matrices. + +The function uses a helper function `fold_input` that recursively applies the language model and validation engine to each input until it produces a valid output or runs out of attempts. The final result is then returned as the merged output. + +Note that this implementation assumes the existence of functions for generating descriptions from a given grammar and example, as well as validating outputs against previous results and examples. These functions can be implemented using any large language model and validation engine of your choice. Additionally, you may want to add error handling and other features to make the code more robust and customizable. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_198.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_198.txt new file mode 100644 index 0000000..948ef65 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_198.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function provided: +```ocaml +type example = string +type result = string +type error = string +type 'a workflow = ('a -> example -> 'a) -> 'a -> example list -> 'a + +let rec merge_workflows : 'a workflow -> 'a workflow -> 'a workflow = + fun wf1 wf2 initial_state examples -> + let op acc ex = + let new_state = wf1 acc ex in + wf2 new_state ex + in + fold_left op initial_state examples + +let grammar : string workflow = + fun gramma acc examples -> + List.fold_left + (fun acc ex -> + (* Use the current grammar to generate a prompt from the example *) + let prompt = ... in + (* Update the accumulator with the new prompt *) + (prompt, acc) + ) + (acc, []) + examples + |> fun (prompts, acc) -> (acc, prompts) + |> snd + +let rec generate_descriptions : result workflow = + fun state examples -> + let op result ex = + (* Use the current results and example to generate a new description *) + let description = ... in + (* Test the description to see if it is good *) + let is_good = ... in + if is_good then (description, state) + else (state, [("error", description); ("input", ex)]) + in + fold_left op state examples + +let rec handle_errors : result workflow = + fun state examples -> + let op result ex = + match result with + | (descr, errs) as res when List.length errs >= 3 -> + (* If there have been too many errors, start over with the initial example *) + ([("example", snd (grammar state [ex]))], state) + | _ -> res + in + fold_left op state examples + +let workflow : result workflow = merge_workflows generate_descriptions handle_errors + +(* Initialize the workflow with the initial example and state *) +let (descriptions, final_state) = + workflow + ([], [("example", snd (grammar [] [initial_example]))]) + initial_examples +``` +This code defines three types: `example`, `result`, and `error`. The `example` type represents an example input to the language model, while the `result` type represents the output of the language model given a particular example. The `error` type is used to represent any errors that occur during the generation process. + +The code also defines three workflows: `grammar`, `generate_descriptions`, and `handle_errors`. The `grammar` workflow takes as input a grammar (in this case, represented by a string) and generates prompts from a list of examples. The `generate_descriptions` workflow takes as input the current results and a new example, and generates a new description using the current results and example. This workflow also includes a test to check if the generated description is good. If it is not, an error is added to the accumulator. The `handle_errors` workflow checks the number of errors that have occurred, and if there have been too many, starts over with the initial example. + +The final workflow is defined by merging the `generate_descriptions` and `handle_errors` workflows using the `merge_workflows` function. This merged workflow takes as input a list of examples, and generates a list of descriptions using the language model. The initial state of this workflow is an empty list for the accumulator and the initial example generated by the `grammar` workflow. + +This workflow can be customized to suit different needs by changing the grammar function, the generate\_descriptions function, and the handle\_errors function. For example, the +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_199.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_199.txt new file mode 100644 index 0000000..88da138 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_199.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and logic for processing the inputs and generating new outputs. Here's an example of how this could be done in OCaml: + +```ocaml +type input = Grammar.t * PreviousResults.t * InitialExample.t * NewExample.t + +let rec fold_left op acc = function + | [] -> acc + | (grammar, prev_results, initial_example, new_example) :: t -> + let new_output = process_inputs grammar prev_results initial_example new_example in + if is_valid_output new_output then + fold_left op (op acc new_output) t + else if num_attempts < 3 then + fold_left op (op acc (process_inputs grammar prev_results initial_example (generate_new_example new_example)))) t + else + failwith "Max attempts reached, unable to generate valid output" + +and process_inputs grammar prev_results initial_example new_example = + (* Implement the logic for processing the inputs and generating a new output here *) + ... + +and is_valid_output output = + (* Implement the logic for checking if an output is valid here *) + ... + +and generate_new_example example = + (* Implement the logic for generating a new example based on the previous one here *) + ... +``` + +This code defines a new `input` type that includes all of the necessary inputs for processing and generates a new output. The `fold_left` function is extended to process each input in turn, generating a new output using the `process_inputs` function and checking if it's valid. If it's not valid and there are still attempts remaining, a new example is generated using the `generate_new_example` function and the loop continues. If all attempts are exhausted, an error is raised. + +The `process_inputs`, `is_valid_output`, and `generate_new_example` functions should be implemented according to the specific requirements of your game and language model. These functions can include any necessary logic for processing inputs, checking output validity, and generating new examples, respectively. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_2.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_2.txt new file mode 100644 index 0000000..de725f4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_2.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The updated OCaml code is given below: + +```ocaml +(* Constants and types *) +type example = string +type result = string +type grammar = string +type workflow_state = { + mutable grammar : grammar; + mutable prev_results : result list; + mutable new_example : example; +} + +(* Utility functions *) +let is_valid_result result = String.length result > 0 + +let test_and_update_state state result = + if is_valid_result result then + { state with prev_results = result :: state.prev_results } + else + { state with new_example = "Invalid output, regenerating..." } + +let create_new_output_attempt state previous_results new_example = + (* Implement your logic here to generate a new output based on the given inputs *) + "New output from attempt function: " ^ new_example + +(* The main folding function for processing workflows *) +let rec process_workflow_step op acc state = + let { grammar; prev_results; new_example } = state in + let current_result = create_new_output_attempt state prev_results new_example in + let updated_state = test_and_update_state state current_result in + op acc (current_result, updated_state) + +let process_workflow grammar initial_examples workflow_iterations max_attempts = + let open WorkflowState in + let rec loop i state = + if i > workflow_iterations then + state.new_example + else + let (current_result, updated_state) = process_workflow_step (fun acc x -> fst acc) "" state in + let next_state = + { + grammar = state.grammar; + prev_results = current_result :: state.prev_results; + new_example = updated_state.new_example; + } + in + if List.length next_state.prev_results > max_attempts then + "Max attempts reached, aborting." + else + loop (i + 1) next_state + in + let initial_state = + { + grammar; + prev_results = []; + new_example = List.hd initial_examples; + } + in + loop 1 initial_state + +(* Example usage *) +let () = + let grammar = "A" in + let examples = ["B"; "C"] in + let iterations = 3 in + let max_attempts = 2 in + let result = process_workflow grammar examples iterations max_attempts in + Printf.printf "Result: %s\n" result +``` + +The `process_workflow` function is the main entry point for generating prompts and functional workflows for a large language model, given an initial set of examples, grammar rules, maximum iterations, and maximum attempts per example. This implementation takes advantage of the folding concept provided in the original code snippet, and extends it to create a customizable system suitable for your hacking game. You can modify and extend `create_new_output_attempt` function based on the specific rules of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_20.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_20.txt new file mode 100644 index 0000000..bca2ad0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_20.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation to an accumulator and each element of a list, from left to right. We can extend this function to create a folding function that merges different prompts and their corresponding results into one. + +First, let's define data structures for prompts and results: + +```ocaml +type prompt = { + grammar : string; + example : string; +} + +type result = { + prompt : prompt; + description : string; +} +``` + +Now, let's define the merging function `merge_prompts`, which takes an accumulator (a list of results), a new prompt-result pair, and a comparison function to determine whether to merge or replace entries in the accumulator. This function applies the provided comparison function to each element in the accumulator and the new result. If the function returns `true`, it means that the new result should replace the existing one. + +```ocaml +let rec merge_prompts compare acc new_pair = + match acc with + | [] -> [new_pair] + | h :: t -> + if compare new_pair h then new_pair :: t + else h :: merge_prompts compare t new_pair +``` + +Now, we can define a function that folds prompts and their corresponding results: + +```ocaml +let rec fold_prompts op acc = function + | [] -> acc + | (prompt, result) :: rest -> + let new_acc = merge_prompts op acc (prompt, result) in + fold_prompts op new_acc rest +``` + +The `fold_prompts` function takes an accumulator (initially empty), a binary operation to combine prompts and their corresponding results, and a list of prompt-result pairs. The function applies the provided binary operation to each element in the list and the accumulator, updating the accumulator accordingly. By using the `merge_prompts` function, we can ensure that new results are merged with existing ones based on a custom comparison function. + +This design allows for creating prompts and functional workflows that are flexible and customizable, enabling the generation of creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_200.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_200.txt new file mode 100644 index 0000000..01d31ea --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_200.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of your high-tech code-based hacking game: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Result.t +type error = Error.t + +exception Max_errors of int + +let rec merge ~max_errors : input -> (output * input) option = function + | grammar, previous_results, new_example as input -> + let open Result in + let open Error in + let merge_functions acc f g = + match (f, g) with + | Success f, Success g -> Success (fold_left (fun a b -> a (b :> 'a)) f g) + | Error e, _ -> Error (Set.add e acc) + | _, Error e -> Error (Set.add e acc) + in + let rec merge_grammars acc grammar = function + | [] -> Success acc + | h :: t as stream -> ( + match merge_functions acc grammar.Grammar.f h with + | Success merged_grammar -> merge_grammars merged_grammar grammar t + | Error err -> + if Set.cardinal err >= max_errors then Error err + else merge_grammars acc grammar t ) + in + let rec merge_previous_results acc = function + | [] -> Success acc + | h :: t as stream -> ( + match merge_functions acc previous_results.Previous_results.r h with + | Success merged_pr -> merge_previous_results merged_pr t + | Error err -> + if Set.cardinal err >= max_errors then Error err + else merge_previous_results acc t ) + in + let rec merge_new_examples acc = function + | [] -> Success acc + | h :: t as stream -> ( + match merge_functions acc new_example.New_example.e h with + | Success merged_ne -> merge_new_examples merged_ne t + | Error err -> + if Set.cardinal err >= max_errors then Error err + else merge_new_examples acc t ) + in + try + let open Error in + let merged_grammar = merge_grammars Set.empty grammar stream in + let merged_pr = merge_previous_results merged_grammar stream in + let merged_ne = merge_new_examples merged_pr stream in + Some (merged_ne, (grammar, merged_pr, new_example)) + with Max_errors max_errors -> None +``` +This code defines a `merge` function that takes an input of type `input` and returns an option of type `(output * input)`. The `input` type is defined as a triple of `grammar`, `previous_results`, and `new_example`. The `output` type is defined as a `Result.t` which can be either `Success` or `Error`. An `error` is defined as a set of errors, with a custom exception `Max_errors` that is raised when the maximum number of errors has been reached. + +The `merge` function implements a recursive algorithm for merging streams of data using a combination of `fold_left`, `merge_functions`, and other helper functions to merge the grammar, previous results, and new examples. The merging process involves repeatedly applying the `merge_functions` operation until either a successful merge is achieved or the maximum number of errors has been reached. If the maximum number of errors is reached, the `Max_errors` exception is raised and the function returns `None`. + +To use this code in your high-tech code-based hacking game, you can define instances of the `input` type for each stream that needs to be merged, along with a corresponding `output` type and helper functions for merging individual components. The `merge` function can then be called recursively on each stream until a successful merge is achieved or the maximum number of errors has been reached. The resulting merged data can then be used to generate creative and imaginative descriptions of code, weapons, spells, artifacts, and other elements of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_201.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_201.txt new file mode 100644 index 0000000..531c6cc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_201.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type error = string +type result = Success of string | Error of error + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let (new_acc, result) = merge_with_grammar h acc in + match result with + | Success _ -> fold_left op new_acc t + | Error err -> + if t <> [] then + let (new_acc, _) = merge_with_grammar h.grammar new_acc in + (new_acc, Error ("Recoverable error: " ^ err)) + else + (new_acc, Error err) + +and merge_with_grammar grammar acc input = + let open Result in + let result = large_language_model grammar acc input in + match result with + | Ok output -> Success (output, output) + | Error err -> + if acc <> "" then + let output = merge_with_previous_result acc input in + Success (output, sprintf "Recovered error: %s" err) + else + Error ("Unrecoverable error: " ^ err) + +and large_language_model grammar acc input = + (* Implement the large language model using the provided inputs and grammar *) + ... + +and merge_with_previous_result prev_results input = + (* Merge the previous results with the new input to create a new output *) + ... +``` +The `fold_left` function takes an operator `op`, an accumulator `acc`, and a list of inputs, and applies the operator to each element of the list in order, passing the result as the accumulator for the next application. In this case, the operator `merge_with_grammar` is used to merge each input with the current accumulator using the provided grammar. + +The `merge_with_grammar` function takes a grammar and an accumulator as inputs, along with an input to be merged. It uses the `large_language_model` function to generate a new output from the input and grammar. If this generates an error, it tries to merge the previous results with the new input to create a new output. + +The `large_language_model` function implements the actual large language model using the provided inputs and grammar. This implementation is left for the user to provide. + +The `merge_with_previous_result` function merges the previous results with the new input to create a new output. This implementation is also left for the user to provide, as it will depend on the specific format of the previous results and the desired format of the new output. + +Note that this code includes error handling to recover from errors in the language model, allowing up to three attempts at generating a new output before giving up. The `merge_with_previous_result` function is used to recover from errors, by merging the previous results with the current input to create a new output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_202.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_202.txt new file mode 100644 index 0000000..74d7a87 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_202.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a fold\_left function and uses it to merge large language model prompt workflows: +```ocaml +(* Define a function to test if a result is good *) +let is_good_result result = ... + +(* Define a function to generate a new output from a grammar, previous results, and a new example *) +let generate_output grammar prev\_results new\_example = ... + +(* Define a function to handle errors up to 3 times *) +let rec handle_errors prev\_results examples error\_counter max\_error\_count = + if error\_counter > max\_error\_count then + failwith "Error: maximum number of error corrections reached" + else + let new\_output = generate_output grammar prev\_results (List.hd examples) in + if is_good_result new\_output then + new\_output + else + handle_errors new\_output (List.tl examples) (error_counter + 1) max\_error\_count + +(* Define a function to merge large language model prompt workflows *) +let merge grammar prev\_results examples = + let rec aux acc examples = + match examples with + | [] -> acc + | h :: t -> + let new\_output = handle_errors prev\_results [h] 0 3 in + aux (fold_left generate_output new\_output t) t + in + aux prev\_results examples +``` +The `merge` function takes as input a grammar, previous results, and a list of examples. It uses the helper functions `is_good_result`, `generate_output`, and `handle_errors` to generate and test new outputs until a good result is obtained or the maximum number of error corrections is reached. + +The function `aux` recursively applies the `fold_left` function using `generate_output` as the binary operator, starting with the first example and updating the accumulator with each iteration. Once all examples have been processed, the final output is returned. + +You can customize the `is_good_result`, `generate_output`, and `handle_errors` functions to suit your specific needs. The `fold_left` function remains unchanged from the original code provided. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_203.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_203.txt new file mode 100644 index 0000000..1e0c97c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_203.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and operations. Here's an example of how the function could look: +```ocaml +let rec fold_matrix_left + : type a b c d e f. + (d -> e -> f * d) -> f -> + c -> (a -> b -> c) -> b -> + a list -> d list -> e list -> e option + = fun op acc code_generator combine_examples initial_example inputs examples -> + match examples with + | [] -> None + | h :: t -> + let (new_d, new_acc) = op acc h in + let (new_code, _) = code_generator initial_example new_d in + let new_example = combine_examples initial_example new_code in + let result = fold_matrix_left op new_acc new_code combine_examples new_example t in + match result with + | None -> Some new_example + | Some example -> result +``` +This function takes the following inputs: + +* `op`: a function that takes the accumulator and an element from the list of examples, and returns a tuple containing a new accumulator value and a tensor. +* `acc`: the initial accumulator value. +* `code_generator`: a function that takes the initial example and a tensor, and returns a tuple containing a new code vector and a tensor. +* `combine_examples`: a function that combines the initial example and a new example into a single example. +* `initial_example`: the initial example used to generate new examples. +* `inputs`: a list of inputs used to generate the initial example. +* `examples`: a list of examples generated by the language model. + +The function uses recursion to apply the `op` function to each element in the list of examples, generating new tensors and combining them with the initial example to create new examples. If an error occurs after three attempts, the function returns `None`. Otherwise, it returns `Some example`, where `example` is the final example generated by the function. + +Here's an example of how the function could be used: +```ocaml +let grammar = "A";; +let previous_results = ["D1"; "D2"];; +let new_example = "C";; + +let op acc h = + let tensor = Vector.of_string h in + (tensor, tensor) + +let code_generator initial_example tensor = + let emoji_string = Emoji.encode tensor in + let new_code = Codegen.generate_code grammar emoji_string in + (new_code, tensor) + +let combine_examples e1 e2 = + e1 ^ " " ^ e2 + +let inputs = ["B1"; "B2"] in +let initial_example = List.hd inputs in + +let examples = [ + "E1"; + "E2" +] in + +match fold_matrix_left op Vector.zero (Codegen.code_generator initial_example) combine_examples initial_example inputs examples with +| None -> print_endline "Error: Failed to generate a valid example." +| Some example -> Printf.printf "Generated example: %s\n" example +``` +In this example, the `op` function applies a tensor transformation to each element in the list of examples, generating new tensors that are combined with the initial example using the `combine_examples` function. The `code_generator` function encodes each tensor as an emoji string and generates new code using the `Codegen.generate_code` function. The resulting code vectors and tensors are then used to generate a final example, which is printed to the console. + +With this system in place, we can create a wide variety of prompts and functional workflows for generating creative and imaginative descriptions of code in a high-tech code-based hacking game. By encoding functions and objects as emoji strings, vectorizing them into tensors, and visualizing them using shaders and mathpylib, we can create an immersive augmented reality matrix game where players can write their own stories. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_204.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_204.txt new file mode 100644 index 0000000..8261faf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_204.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +open List + +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let grammars = List.map (fun i -> i.grammar) inputs in + let prev_results = List.filter_map (fun i -> i.prev_results) inputs in + let new_examples = List.map (fun i -> i.new_example) inputs in + (grammars, prev_results, new_examples) + +let merge_outputs outputs = + let results = List.map (fun o -> o.result) outputs in + let good = List.for_all (fun o -> o.is_good) outputs in + { result = String.concat "\n" results; is_good = good } + +let rec merge_workflows workflows input = + let op acc input = + let output = run_workflow input in + { acc with result = output.result; is_good = output.is_good } in + match workflows with + | [] -> { result = ""; is_good = false } + | h :: t -> + let merged = fold_left op input t in + if merged.is_good then merged else merge_workflows (h :: workflows) input + +let rec merge_three_times workflow input = + let output = merge_workflows [workflow; workflow; workflow] input in + if output.is_good then output else + let input' = { input with new_example = output.result } in + merge_three_times workflow input' + +let meta_magical_folder inputs = + let (grammars, prev_results, new_examples) = merge_inputs inputs in + let initial_example = List.hd new_examples in + let workflow = { + grammar = List.hd grammars; + prev_results = Some (List.hd prev_results); + new_example = initial_example; + } in + let output = merge_three_times workflow { + grammar = List.hd grammars; + prev_results = None; + new_example = ""; + } in + if output.is_good then output else + failwith "Failed to generate a good output after three attempts." +``` +This code defines several types for the inputs, outputs, and functions used in the merging process. The `merge_inputs` function takes a list of inputs and returns the merged grammars, previous results, and new examples as separate lists. The `merge_outputs` function takes a list of outputs and returns a single output with the merged result and a boolean indicating whether it is good or not. + +The `merge_workflows` function recursively applies the given workflow to an input until a good output is obtained. If all attempts fail, it raises an exception. The `merge_three_times` function calls `merge_workflows` three times and returns the result of the last successful attempt. + +Finally, the `meta_magical_folder` function takes a list of inputs and returns the merged output after applying the workflow three times. If all attempts fail, it raises an exception. The input for this function is assumed to have a specific format with one grammar, previous results, and new examples per line. This format can be customized by modifying the `merge_inputs` and `meta_magical_folder` functions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_205.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_205.txt new file mode 100644 index 0000000..5ad4f7a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_205.txt @@ -0,0 +1,64 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a folding function that recursively applies an operation to each element in a list, accumulating the results along the way. Here is an example of how this function could be implemented in OCaml: +``` +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` +This `fold_left` function takes as input an operator `op`, an accumulator `acc`, and a list `l`. It applies the operator to the first element of the list and the accumulator, then recursively applies the operator to the rest of the list and the new value of the accumulator. This process continues until all elements in the list have been processed, at which point the final value of the accumulator is returned. + +To use this function to merge large language model prompt workflows, we can define an operator that takes as input a grammar `A`, previous results `D`, and a new example `C`, and produces a new output `D'`. This operator could be implemented using a variety of techniques, such as concatenating the input strings, combining the tensors using vector addition or matrix multiplication, or applying a machine learning model to generate new text. + +For example, here is how we might define an operator that simply concatenates the input strings: +``` +let concat_strings op acc = function + | A, D, C -> A ^ D ^ C +``` +We can then use this operator with the `fold_left` function to merge a list of prompt workflows into a single output: +``` +let merged_output = fold_left concat_strings "" [(A1, D1, C1); (A2, D2, C2); ...] +``` +This will produce a single string `merged_output` that contains the concatenation of all input strings in the list. We can then test this output and use it as input for further processing if desired. + +In summary, by using a folding function like `fold_left`, we can create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high tech code based hacking game. This system allows us to easily combine different input streams into a single output, and to iteratively test and refine the output as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_206.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_206.txt new file mode 100644 index 0000000..a3aaa06 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_206.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge_inputs acc input = + let open Input in + match acc with + | [] -> [input] + | h :: t -> + let merged = + h.grammar ^ "\n" + ^ "Previous Results: " ^ h.prev_results ^ "\n" + ^ "New Example: " ^ input.new_example + in + { grammar = merged; prev_results = ""; new_example = "" } :: t + +let rec generate_prompts acc inputs = + match inputs with + | [] -> List.rev acc + | h :: t -> + let updated_inputs = merge_inputs acc [h] in + let results = run_language_model (List.hd updated_inputs) in + let good_results = filter_good_results results in + generate_prompts (good_results @ acc) t + +let rec play_game prev_results examples = + if Example.length examples > 0 then + let new_example = Example.hd examples in + let inputs = { grammar = Grammar.generate (); prev_results; new_example } in + let results = generate_prompts [] [inputs] in + let good_results = filter_good_results results in + (match good_results with + | h :: t -> + if is_final_result h then + play_game prev_results (List.tl examples) + else play_game h.prev_results (t @ examples) + | [] -> play_game prev_results (List.tl examples)) + else prev_results +``` +This code defines several types and functions to manage the input data, generate prompts for the language model, filter the results, and run the game loop. The `merge_inputs` function takes a list of previously merged inputs and a new input, and merges them into a single string that can be used as the prompt for the language model. The `generate_prompts` function recursively generates prompts for the language model using the provided inputs, filtering the results to keep only the good ones, and repeating the process up to 3 times if necessary. The `play_game` function implements the main game loop, taking the previous results and a list of examples as input, and running the language model with the appropriate prompts until it reaches a final result. + +Please note that this is a conceptual code and does not run directly, you would need to implement some functions like `run_language_model`, `filter_good_results`, `is_final_result` and also define the types `Example`, `Grammar`. +It should give you an idea of how to structure your code and how the different components can interact with each other. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_207.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_207.txt new file mode 100644 index 0000000..437b753 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_207.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let try_generate_description ~max_attempts grammar prev_results new_example = + let rec generate i acc = + if i > max_attempts then + { result = acc; success = false } + else + let description = LanguageModel.generate ~grammar:(Grammar.of_string grammar) acc in + if Description.valid description then + generate (i + 1) (Description.to_string description) + else + generate i acc + in + generate 1 prev_results + +let merge_descriptions ~max_attempts grammar prev_results new_example = + let { result = new_description; success = is_valid } = try_generate_description ~max_attempts grammar prev_results new_example in + if is_valid then + (new_description, true) + else + merge_descriptions ~max_attempts grammar new_description prev_results +``` +This code defines two types: `input`, which represents the input to the language model, including the grammar, previous results, and a new example; and `output`, which contains the generated description and a boolean indicating whether it is valid. The `try_generate_description` function takes an input and attempts to generate a valid description using the `LanguageModel` module, which provides methods for generating descriptions based on a given grammar. If a valid description cannot be generated after `max_attempts` attempts, `try_generate_description` returns an output with an empty description and `success` set to `false`. The `merge_descriptions` function takes two inputs and merges them together by generating a new description using the `try_generate_description` function. If the generated description is valid, it is returned along with a boolean indicating success. Otherwise, the function is called recursively with the new description and previous results swapped. + +This code can be used as follows: +``` +let grammar = "A" in +let prev_results = "D" in +let new_example = "C" in + +let { result = merged_description; success } = merge_descriptions ~max_attempts:3 grammar prev_results new_example in +if success then + Printf.printf "Merged description: %s\n" merged_description +else + Printf.printf "Failed to merge descriptions after %d attempts.\n" max_attempts +``` +This code defines a grammar, previous results, and a new example, and then uses the `merge\_descriptions` function to merge them together. If the merging is successful, the merged description is printed. Otherwise, an error message is displayed indicating that the merging failed after the specified number of attempts. + +It is important to note that this code is just an example, and it may need to be adapted or modified in order to suit the specific needs and requirements of your project. For example, you may need to use a different language model or modify the `merge\_descriptions` function in order to better fit the structure and format of your inputs and outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_208.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_208.txt new file mode 100644 index 0000000..0d163ff --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_208.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation (`op`) to an accumulator (`acc`) and each element of a list (`t`), recursively, until it reaches the end of the list (`[]`). We can extend this function to merge large language model prompt workflows by incorporating user-defined inputs such as grammar, previous results, new examples, and error handling. + +Let's define a customizable `merge_prompt_workflow` function that takes the following inputs: + +* `grammar`: A string representing the grammar to use in generating prompts. +* `prev_results`: A list of strings containing previous results for comparison and error handling. +* `new_example`: A new example to be used as input for the language model. +* `max_error_attempts`: An integer specifying the number of attempts to make when generating a prompt before giving up. +* `op`: A binary operation function that takes the accumulator (previous result) and current element (new example) and returns a new accumulator value (new prompt). + +Here's an OCaml implementation for the above requirements: + +```ocaml +let max_error_attempts = 3 + +(* Our custom binary operation function to generate prompts. *) +let op acc cur_elem = + let new_prompt = + (* Your prompt generation logic goes here, e.g., using the provided grammar and examples *) + "Generated prompt: " ^ (String.concat "" [grammar; cur_elem]) + in + if String.equal acc new_prompt then + acc (* Keep previous result if the generated prompt is unchanged. *) + else new_prompt (* Otherwise, return the newly generated prompt. *) + +(* Our main function to merge large language model prompt workflows. *) +let rec merge_prompt_workflow + ?(grammar = "") ?(prev_results = []) ?(new_example = "") + ?(max_error_attempts = max_error_attempts) ?op acc = + let open Option in + match (grammar, prev_results, new_example) with + | Some g, Some pr, Some ne when op <> None -> + let rec merge_loop i = + if i > max_error_attempts then + failwith "Error: Maximum error attempts reached." + else ( + let merged = fold_left op acc (ne :: pr) in + let new_prompt = op merged ne in + match String.equal new_prompt merged with + | true -> merged (* Return the merged prompt if it's not changed anymore. *) + | false -> merge_loop (i + 1) + ) + in + merge_loop 0 + | _ -> failwith "Error: Please provide grammar, previous results, and new examples." +``` + +This implementation allows you to customize the prompt generation process by providing a `grammar`, `previous results`, and `new example`. You can also specify your own binary operation (`op`) function for generating prompts. The `merge_prompt_workflow` function will attempt to generate new prompts up to `max_error_attempts` times until it succeeds or reaches the maximum number of attempts. + +You may further extend this implementation by incorporating your dungeon exploration game's specific logic and requirements for generating creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_209.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_209.txt new file mode 100644 index 0000000..6243e52 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_209.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can extend the `fold_left` function to include additional inputs and functionality needed for our high-tech code-based hacking game. Here's a possible OCaml code implementation: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string + +let rec merge_inputs acc = function + | [] -> acc + | Grammar a :: t -> merge_inputs (a :: acc) t + | Previous d :: t -> merge_inputs (d :: acc) t + | NewExample c :: t -> + let merged = String.concat " " (List.rev acc) in + let new_output = run_language_model merged c in + if is_good new_output then + merge_inputs [new_output] t + else if List.length t > 2 then + merge_inputs [feedback_error new_output] (List.tl (List.tl t)) + else raise Error + +and run_language_model prev_results new_example = + (* Run the large language model with previous results and new example as input *) + ... + +and is_good output = + (* Check if the generated output is good or not *) + ... + +and feedback_error output = + (* Generate error feedback based on the failed output *) + ... +``` + +In this implementation, we define a new `input` type that can be one of three variants: `Grammar`, `Previous`, or `NewExample`. We then extend the `fold_left` function to become `merge_inputs`, which takes an accumulator and a list of inputs. It processes each input in order, adding it to the accumulator if it's a grammar or previous result, or running the language model with the accumulator as previous results and the new example as input. + +If the generated output is good, we continue processing the remaining inputs. If not, and there are at least three more inputs left in the list, we feed the error back to create a new output up to three times before raising an error. The `run_language_model`, `is_good`, and `feedback_error` functions can be implemented as needed for your specific language model and game requirements. + +With this system, you can generate creative and imaginative descriptions of code in your high-tech code-based hacking game by merging different streams of inputs, including grammar rules, previous results, and new examples. You can also customize the system further by adding more input variants or modifying the `merge_inputs` function to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_21.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_21.txt new file mode 100644 index 0000000..525c0ad --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_21.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +(* Meta magical folder *) +let merge_workflows grammar initial_example new_example max_errors = + let open LangModel in + let rec merge acc errors = function + | [] -> + if errors > max_errors then + Error "Maximum number of errors reached" + else + (match acc with + | Some a -> Ok a + | None -> Error "No valid output found") + | h :: t -> + let new_acc = LangModel.generate grammar h in + let new_errors = LangModel.test new_acc in + if new_errors = 0 then + merge (Some new_acc) 0 t + else + merge acc (errors + new_errors) t + in + match merge None max_errors [initial_example; new_example] with + | Ok output -> output + | Error e -> + Printf.printf "Error: %s\n" e; + None + +(* Example usage *) +let grammar = "..." +let initial_example = LangModel.parse "Example 1" +let new_example = LangModel.parse "Example 2" +let merged_output = merge_workflows grammar initial_example new_example 3 +``` +In this code, the `merge_workflows` function takes in a `grammar`, an `initial_example`, a `new_example`, and a `max_errors` parameter. It then recursively applies the language model to the input examples until either a valid output is found or the maximum number of errors is reached. + +The `merge` function keeps track of the current accumulator (which holds the best output found so far) and the total number of errors encountered during the generation process. If a new output has zero errors, it becomes the new best output. If not, the error count is incremented and the process continues with the next input example. + +The function returns either the merged output (if one was found) or an `Error` message indicating that no valid output was found or that the maximum number of errors was reached. + +Note that this code uses a hypothetical `LangModel` module, which provides functions for parsing and generating language model prompts and testing their correctness. You would need to implement this module (or similar) to make the code work in practice. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_210.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_210.txt new file mode 100644 index 0000000..143970f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_210.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +type 'a stream = Cons of 'a * 'a stream Lazy.t + +let rec merge_streams grammar acc s1 s2 = + match s1, s2 with + | Cons(h1, t1), Cons(h2, t2) -> + let h' = choose_next grammar h1 h2 in + Cons(h', lazy (merge_streams grammar (force t1) (force t2))) + | _ -> acc + +and force s = + match s with + | Cons(x, t) -> x :: Lazy.force t + | _ -> [] + +and choose_next grammar h1 h2 = + if is_better grammar h1 h2 then h1 else h2 + +and is_better grammar h1 h2 = + let score1 = eval_grammar grammar h1 in + let score2 = eval_grammar grammar h2 in + score1 > score2 + +(* Example usage: *) +let grammar = ... (* define the grammar here *) +let s1 = Cons(1, lazy (Cons(2, lazy (Cons(3, lazy (Cons(4, lazy NIL))))))) +let s2 = Cons("a", lazy (Cons("b", lazy (Cons("c", lazy NIL))))) +let merged_stream = merge_streams grammar NIL s1 s2 +``` +In this example, we define a type `'a stream` for lazy lists of elements. The function `merge_streams` takes two streams `s1` and `s2`, along with the current accumulator value `acc`, and recursively merges them into a single stream by choosing the next element from either `s1` or `s` based on their scores evaluated according to the given grammar. The `choose_next` function selects the higher-scoring element, while the `is_better` function evaluates the score of an element using the `eval_grammar` function (which is not defined in this example). + +The `force` function is used to force evaluation of a stream and obtain its head and tail, which are then passed recursively to `merge_streams`. Finally, we define two sample streams `s1` and `s2`, merge them using `merge_streams`, and store the result in `merged_stream`. + +This is just an example implementation, and you can modify it to suit your specific needs for generating prompts and functional workflows for a language model. The important thing is to define the appropriate data structures and functions for merging streams of data, taking into account the specific criteria that determine which element should be selected next. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_211.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_211.txt new file mode 100644 index 0000000..79c56ee --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_211.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. Here is an OCaml code that implements the described functionality: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string +type output = string +type config = { max_errors : int } + +let rec merge_workflows ~config (inputs : input list) : string option = + match inputs with + | [] -> Some "" + | Grammar A :: t -> + (match merge_workflows ~config t with + | None -> None + | Some acc -> Some (A ^ "\n" ^ acc)) + | Previous D :: t -> + (match merge_workflows ~config t with + | None -> None + | Some acc -> + let new_d = process_grammar A (NewExample C) in + let rec try_merge count acc = + if count > config.max_errors then None + else + match merge_workflows ~config [ Previous D; NewExample new_d ] with + | Some merged -> Some merged + | None -> try_merge (count + 1) acc + in + try_merge 0 acc) + | NewExample _ :: _ -> invalid_arg "NewExample should not be the first input" + +and process_grammar grammar new_example = + (* Process the grammar and new example to create a new D *) + (* This function should be customized based on your specific needs *) + "" +``` + +In this implementation, we define three types: `input`, `output`, and `config`. The `input` type represents different inputs for the folding function, such as grammar (A), previous results (D), or new examples (C). The `output` type is a simple string representing an arbitrary output. Finally, the `config` type contains configuration data, such as the maximum number of errors allowed while merging workflows. + +The main function `merge_workflows` takes two arguments: the configuration and an input list. This function recursively applies the folding operation on the input list while updating the previous result (D) based on the current grammar (A), new example (C), and configuration settings. The custom logic for processing inputs should be implemented in the `process_grammar` function. + +Please note that the code provided is a skeleton implementation, so you will need to modify and extend it according to your specific requirements for processing grammars, creating new outputs D, and testing the generated outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_212.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_212.txt new file mode 100644 index 0000000..445fa34 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_212.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here's a possible OCaml implementation that takes into account the requirements specified in the description: + +```ocaml +type example = string (* Replace this with the actual type of examples *) +type result = string (* Replace this with the actual type of results *) +type config = { + grammar : string; + initial_examples : example list; + max_attempts : int; +} + +let rec generate_next config current_results new_example = + let open Option.Monad_inlet in + (* Generate a new result based on the given grammar, examples and current results *) + let* new_result = LanguageModel.generate ~grammar:config.grammar ~examples:(current_results @ [new_example]) in + (* Test the new result *) + if is_valid new_result then return (new_result :: current_results) else + (* If the new result is not valid, try up to 'max_attempts' times *) + let attempts_left = config.max_attempts - (List.length current_results) in + if attempts_left <= 0 then failwith "Maximum attempts reached" else + generate_next {config with max_attempts = attempts_left} current_results new_example + +let rec fold_streams config streams accumulated_results = + match streams with + | [] -> accumulated_results + | h :: t -> + let (current, rest) = split_at_n h (List.length config.initial_examples) in + let new_results = List.map (generate_next config accumulated_results) current in + fold_streams config (rest @ t) (accumulate_results config new_results) + +(* Initialization *) +let config = { + grammar = "... Grammar definition ..."; + initial_examples = ["example1"; "example2"; ...]; + max_attempts = 3; +} + +let streams = [stream1; stream2; ...] (* List of input streams *) + +let final_results = fold_streams config streams [] +``` + +In this code: + +* The `generate_next` function takes a configuration, current results, and new examples. It recursively generates new results based on the given inputs until it reaches a valid one or exceeds the maximum number of attempts. +* The `fold_streams` function takes a configuration and list of streams (each stream is represented as a sequence of examples) and accumulates the results using the provided configuration. This function can be seen as the "meta magical folder" that combines multiple streams into one result. + +You will need to define or replace the types `example`, `result`, and the functions `is_valid`, `split_at_n`, `accumulate_results`, and any other utility functions you might need for your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_213.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_213.txt new file mode 100644 index 0000000..0c84e1e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_213.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation `op` to an accumulator value `acc` and each element of a list, from left to right. + +To adapt this function to our needs, let's define additional functions that implement the desired behavior for merging large language model prompt workflows: + +1. `create_initial_example`: Creates the initial example based on the provided grammar and previous results. +2. `test_output`: Tests whether a generated output is valid or not. If it's invalid, this function should return an error message; otherwise, it returns `Ok` with no additional data. +3. `merge_tensors`: Merges the tensors from new and previous examples into the accumulator value. +4. `create_new_output`: Generates a new output based on the current grammar, previous results, and the most recent example. This function should use the large language model API to generate the new output. +5. `max_attempts`: The maximum number of attempts allowed to generate a valid output. +6. `merge_workflows`: The main driver function that iterates over the examples and merges them using the provided functions and accumulator value. + +Here's the OCaml code implementing these functions and the main driver function `merge_workflows`. + +```ocaml +(* Step 1: Create the initial example based on the provided grammar and previous results. *) +let create_initial_example (grammar : string) (previous_results : string list) : string = ... + +(* Step 2: Test whether a generated output is valid or not. If it's invalid, this function should return an error message; otherwise, it returns Ok with no additional data. *) +let test_output (example : string) : (string * string) Result.t = ... + +(* Step 3: Merges the tensors from new and previous examples into the accumulator value. *) +let merge_tensors (acc : tensor array) (new_example : tensor array) (previous_results : tensor array list) : tensor array = ... + +(* Step 4: Generates a new output based on the current grammar, previous results, and the most recent example. This function should use the large language model API to generate the new output. *) +let create_new_output (grammar : string) (previous_results : tensor array list) (example : tensor array) : tensor array = ... + +(* Step 5: The maximum number of attempts allowed to generate a valid output. *) +let max_attempts = 3 + +(* Merges large language model prompt workflows by recursively applying the merge operation on a given accumulator value and each example in the list. *) +let rec merge_workflows (grammar : string) (previous_results : tensor array list) (examples : string list) (attempts_left : int) : tensor array list * string option = + match examples with + | [] -> (previous_results, None) + | example :: rest -> + let new_example = Tensor.of_string example in + let merged_tensors = merge_tensors previous_results [|new_example|] in + let output, is_valid = + match attempts_left with + | 0 -> (merged_tensors, None) + | _ -> + let result = test_output (Tensor.to_string new_example) in + (match result with + | Ok _ -> (merged_tensors, Some example) + | Error _ -> merge_workflows grammar merged_tensors rest (attempts_left - 1)) + in + merge_workflows grammar (output :: previous_results) rest attempts_left +``` + +Using this code, you can now create a customizable system for generating prompts and functional workflows for a large language model that generates creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_214.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_214.txt new file mode 100644 index 0000000..16a1776 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_214.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to incorporate the different inputs and conditions specific to our game. Here's an OCaml code snippet that implements this: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge_workflows max_attempts op acc input = + let open Input in + let { grammar; prev_results; new_example } = input in + let result = fold_left op acc [grammar; prev_results; new_example] in + let test_result = check_validity result in + if test_result then + (match max_attempts with + | 0 -> acc + | _ -> merge_workflows (max_attempts - 1) op result input) + else + merge_workflows max_attempts op acc input + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Define the check_validity function to test if the result is valid. *) +let check_validity result = ... +``` + +Here, we define a new `input` record type that encapsulates the required inputs for generating a prompt or workflow: `grammar`, `prev_results`, and `new_example`. The `merge_workflows` function takes these inputs along with an operator (`op`) to combine them, a maximum number of attempts, and an accumulator to hold the intermediate results. + +Inside `merge_workflows`, we use the `fold_left` function to apply the operator to the input list and accumulate the result. We then test if the result is valid using the `check_validity` function, which should be defined separately based on the game's requirements. If the result is valid, we recursively call `merge_workflows` with a decremented attempt count and updated input. If the maximum number of attempts has been reached or if the result is invalid, we return the accumulator value. + +With this approach, you can create prompts and workflows tailored to your game's needs while incorporating the results generated by the large language model in a flexible and customizable manner. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_215.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_215.txt new file mode 100644 index 0000000..6a8783f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_215.txt @@ -0,0 +1,118 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the fold\_left function: +```ocaml +(* The 'prompt' function generates a prompt for the language model + using the given grammar, previous results, and new example. *) +let rec prompt ~grammar ~previous_results ~new_example = + let open LanguageModel in + let base_prompt = + Format.asprintf + "Given the following grammar and previous results, generate a %s using the provided new example:\n\n%a\n\nGrammar: %s\nPrevious Results: %s\nNew Example: %s" + (if is_function then "function" else "description") + pp_example + pp_grammar + grammar + previous_results + new_example + in + let prompt_with_attempts = + if is_function then + let open Functions in + let rec aux acc i = + if i = 0 then + base_prompt ^ " (Attempt 1/3):\n" ^ pp_example new_example + else + base_prompt ^ " (Attempt " ^ string_of_int (i + 1) ^ "/3):\n" ^ pp_example new_example + in + aux acc 3 + else + base_prompt + in + prompt_with_attempts + +(* The 'validate' function tests whether the given output is valid, + and returns either 'Ok output' or 'Error error'. *) +let validate output = + match LanguageModel.test output with + | true -> Ok output + | false -> Error "Invalid output" + +(* The 'merge_workflows' function takes a list of workflows (i.e., + grammars, previous results, new examples, and outputs) and combines them + into a single output using the 'fold_left' function. *) +let rec merge_workflows workflows = + let open Workflow in + match workflows with + | [] -> failwith "No workflows provided" + | [ w ] -> w.output + | h :: t -> + let acc = LanguageModel.parse (h.output) in + fold_left merge_grammars acc t + +and merge_grammars grammar acc = function + | [] -> acc + | h :: t -> + let open Workflow in + let new_example = + match LanguageModel.parse (h.output) with + | Error _ as e -> raise e + | Ok x -> x + in + let output = prompt ~grammar ~previous_results:acc.code ~new_example in + let output = + match validate output with + | Ok x -> x + | Error e -> + if h.attempts > 0 then + merge_grammars grammar { acc with code = x; attempts = acc.attempts - 1 } t + else + raise (Failure ("Error merging workflows: " ^ e)) + in + LanguageModel.parse output +``` +The `prompt` function generates a prompt for the language model using the given grammar, previous results, and new example. The `validate` function tests whether the given output is valid, and returns either `Ok output` or `Error error`. The `merge_workflows` function takes a list of workflows (i.e., grammars, previous results, new examples, and outputs) and combines them into a single output using the `fold_left` function. + +The `merge_grammars` function is a helper function for `merge_workflows` that merges a list of workflows into a single grammar using the given accumulator (i.e., previous results). The `merge_functions` function is similar to `merge_grammars`, but it merges functions instead of grammars. + +This system can be customized and extended by modifying the `prompt`, `validate`, `merge_grammars`, and `merge_functions` functions to suit specific needs. For example, different prompt templates or validation criteria can be used, or more sophisticated merging algorithms can be implemented. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_216.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_216.txt new file mode 100644 index 0000000..ccae4b8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_216.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the `fold_left` function provided in the prompt: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string +type merge_func = input -> output -> output + +let rec merge_language_model_workflows : merge_func -> output -> input list -> output = fun op acc inputs -> + match inputs with + | [] -> acc + | h::t -> + let new_output = op h acc in + let result = merge_language_model_workflows op new_output t in + result + +let test_and_generate : output -> merge_func -> input list -> output = fun initial_example op inputs -> + let rec test_and_generate_helper attempts output inputs = + if attempts = 0 then + invalid_arg "Maximum number of attempts reached. Unable to generate valid output." + else + try + let new_output = op (NewExample output) initial_example in + if is_valid new_output then + new_output + else + test_and_generate_helper (attempts - 1) new_output inputs + with e -> + test_and_generate_helper attempts output inputs + in + test_and_generate_helper 3 initial_example (Grammar::PreviousResults::inputs) + +let game_workflow grammar = + let open_folder : merge_func = fun input acc -> + match input with + | Grammar grammars -> + let combined_grammars = String.concat "\n" (grammars :: List.map fst acc) in + {|{combined_grammars}|} + | PreviousResults results -> results + | NewExample new_example -> + let results = test_and_generate new_example open_folder [grammar] in + results + in + open_folder +``` +The `merge_language_model_workflows` function takes a `merge_func`, an initial output, and a list of inputs, and recursively applies the `merge_func` to each input and the current output, accumulating the results. The `test_and_generate` function tests whether a given output is valid, and if not, generates a new output by calling the provided `merge_func` with an updated set of inputs. + +In this example, we define a `game_workflow` function that takes a string representing a grammar as input. The `open_folder` merge function defined within this workflow handles different types of inputs (grammars, previous results, and new examples) differently. If the input is a grammar, it concatenates the current grammar with all previous grammars in the accumulator list, separated by newlines, and returns a string representation of the combined grammars. If the input is a set of previous results, it simply returns those results. If the input is a new example, it tests whether the current set of grammars can be used to generate a valid output. If not, it generates a new output by recursively calling itself with an updated set of inputs (i.e., adding the new grammar to the list of previous grammars). + +This system allows for flexible and customizable generation of prompts and functional workflows for a language model in a high-tech code-based hacking game, where each function or spell can be encoded into an emoji string and vectorized into tensors. The resulting tensors can then be visualized using shaders and mathpylib to create an augmented reality matrix game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_217.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_217.txt new file mode 100644 index 0000000..d029137 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_217.txt @@ -0,0 +1,144 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml code to implement the meta magical folder that merges streams of the matrix together into one: +```ocaml +let rec merge_matrices grammar previous_results new_example max_errors = + let open Option in + let merged = List.fold_left (fun acc x -> merge_examples grammar acc x) previous_results [new_example] in + match merged with + | Some merged_result -> + if is_valid_output grammar merged_result then + merged_result + else if max_errors > 0 then + merge_matrices grammar previous_results (Some new_example) (max_errors - 1) + else + raise (Failure "Max errors reached") + | None -> + if max_errors > 0 then + merge_matrices grammar previous_results None (max_errors - 1) + else + raise (Failure "No valid output found") + +and merge_examples grammar acc example = + let open Option in + match create_output grammar acc example with + | Some output -> Some (merge_two_outputs grammar acc output) + | None -> + if List.mem example acc then + None + else + merge_examples grammar (example :: acc) example + +and merge_two_outputs grammar acc1 acc2 = + let open Option in + match (acc1, acc2) with + | Some a, Some b -> Some (merge_two_results grammar a b) + | _ , Some b -> Some b + | Some a, _ -> Some a + | None, None -> None + +and merge_two_results grammar res1 res2 = + let open Option in + match (res1, res2) with + | Some r1, Some r2 -> Some (merge_individual_results grammar r1 r2) + | _ , Some r2 -> Some r2 + | Some r1, _ -> Some r1 + | None, None -> None + +and merge_individual_results grammar res1 res2 = + let open Option in + match (res1, res2) with + | Some (Code a), Some (Code b) -> Some (Code (merge_code grammar a b)) + | _ , Some r2 -> Some r2 + | Some r1, _ -> Some r1 + | None, None -> None + +and merge_code grammar code1 code2 = + let open Option in + match (code1, code2) with + | Some c1, Some c2 -> Some (merge_code_parts grammar c1 c2) + | _ , Some c2 -> Some c2 + | Some c1, _ -> Some c1 + | None, None -> None + +and merge_code_parts grammar code1 code2 = + let open Option in + match (code1, code2) with + | Some (Function f1), Some (Function f2) -> Some (Function (merge_functions grammar f1 f2)) + | _ , Some c2 -> Some c2 + | Some c1, _ -> Some c1 + | None, None -> None + +and merge_functions grammar f1 f2 = + let open Option in + match (f1, f2) with + | Some (Name n1), Some (Name n2) -> Some (Name (merge_names grammar n1 n2)) + | _ , Some f2 -> Some f2 + | Some f1, _ -> Some f1 + | None, None -> None + +and merge_names grammar n1 n2 = + let open Option in + match (n1, n2) with + | Some (NamePart p1), Some (NamePart p2) -> + if p1 = p2 then + Some (NamePart p1) + else if is_compatible grammar p1 p2 then + Some (NamePart (merge_parts grammar p1 p2)) + else + None + | _ , Some n2 -> Some n2 + | Some n1, _ -> Some n1 + | None, None -> None + +and merge_parts grammar p1 p2 = + let open Option in + match (p1, p2) with + | Some PartA, Some PartB -> Some (PartAB) + | _ , Some p2 -> Some p2 + | Some p1, _ -> Some p1 + | None, None -> None +``` +The `merge_matrices` function takes as input the current grammar, the previous results, a new example to merge with, and the maximum number of errors allowed. It returns a valid output that satisfies the grammar or raises an exception if no valid output can be found after the maximum number of errors has been reached. + +The `merge_examples`, `merge_two\_outputs`, `merge +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_218.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_218.txt new file mode 100644 index 0000000..f1fdd85 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_218.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a given operation repeatedly to an accumulator and a list of elements, from left to right. We can extend this function to create a more sophisticated prompt generation system that incorporates user-defined grammars, previous results, new examples, and error handling. + +Here's the OCaml code for the meta magical folder that merges streams of the matrix together into one: + +(* A simple record type representing an error *) +type error = { + message : string; + attempts_left : int; +} + +(* The accumulator is a tuple containing the grammar, the previous results, and the new examples *) +type acc = Grammar.t * (string list) * (string list) + +(* The operation applied to the accumulator and an input *) +let op acc input = + let (grammar, prev_results, new_examples) = acc in + (* Use the provided grammar to generate a new output from the previous results and new examples *) + let new_output = Grammar.generate grammar ~prev:prev_results ~new_:new_examples in + (grammar, new_output :: prev_results, new_examples) + +(* The function that applies the operation to a list of inputs and an initial accumulator *) +let rec merge_inputs inputs acc = match inputs with + | [] -> acc (* If there are no more inputs, return the final accumulator *) + | h :: t -> ( + try + let (grammar, new_output, _) = op acc h in + if Grammar.is_valid new_output then merge_inputs t (grammar, new_output :: fst acc, snd acc) + else ( + (* If the output is not valid, reduce the number of attempts left and return an error *) + let { Grammar.max_attempts; _ } = grammar in + if max_attempts > 0 then + merge_inputs t { message="Output is invalid, trying again"; attempts_left=(max_attempts - 1) } + else raise (Failure "Maximum attempts reached") + ) + with e -> ( + (* If an exception occurs, return the error *) + let error = { message= Printexc.to_string e; attempts_left=3 } in + merge_inputs t error + ) + ) + +(* The main function to start the prompt generation process *) +let generate ~grammar ~prev_results ~new_examples = + merge_inputs (List.rev_append new_examples prev_results) { grammar; attempts_left=3 } +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_219.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_219.txt new file mode 100644 index 0000000..d6ccdc7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_219.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta-magical folder for merging streams of prompts and previous results, which can be used for generating creative and imaginative descriptions of code in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + tested : bool; +} + +let rec merge_prompts acc input = + let {grammar; prev_results; new_example} = input in + let merged = prev_results ^ "\n" ^ grammar ^ "\n" ^ new_example in + {merged = merged; tested = false} + +let rec test_output output = + if output.tested then output + else + let result = test_model output.merged in (* replace this with actual test function *) + {output with tested = true; merged = result} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> fold_left op (op acc (merge_prompts acc h)) t + +let rec merge_and_test inputs = + let merged_output = fold_left merge_prompts {merged=""; tested=false} inputs in + test_output merged_output +``` +Here's an explanation of the code: + +* The `input` and `output` types are defined to represent the input parameters for merging prompts and the resulting output respectively. +* The `merge_prompts` function takes two inputs - accumulator (previous output) and current input, and returns a new output with the merged prompt string. +* The `test_output` function tests the given output by running it through a test model (which needs to be defined separately), and updates the output accordingly. It also ensures that the testing is done only once per output. +* The `fold_left` function applies the `merge_prompts` operation repeatedly on all inputs, starting with an initial accumulator value. +* The `merge_and_test` function merges all prompts using `fold_left`, and then tests the resulting output using `test_output`. + +This code can be further customized to suit specific needs, such as adding error handling or modifying the test model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_22.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_22.txt new file mode 100644 index 0000000..0d34a41 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_22.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge large language model prompt workflows: +```sql +(* Merge large language model prompt workflows using a left fold *) + +(* The accumulator type for the fold *) +type acc = { + grammar : string; + previous_results : string; + new_example : string; + output : string; +} + +(* The operation for the fold *) +let merge_operation (acc : acc) (input : string) : acc = + let open String in + { + grammar = acc.grammar; + previous_results = acc.new_example ^ "\n" ^ acc.previous_results; + new_example = input; + output = acc.output; + } + +(* The initial accumulator for the fold *) +let init_acc (grammar : string) : acc = + { + grammar = grammar; + previous_results = ""; + new_example = ""; + output = ""; + } + +(* The function that applies the fold and tests the output *) +let rec merge_workflows (acc : acc) (inputs : string list) : acc = + match inputs with + | [] -> acc + | h :: t -> + let acc' = merge_operation acc h in + let output = run_language_model acc'.grammar acc'.previous_results in + if is_good_output output then + merge_workflows { acc' with output = output } t + else if acc'.output <> "" then + merge_workflows { acc' with output = "" } t + else merge_workflows acc' t + +(* The function that runs the language model on a given grammar and previous results *) +let run_language_model (grammar : string) (previous_results : string) : string = + (* Call to the large language model API goes here *) + "Output from the language model" + +(* The function that checks if the output from the language model is good *) +let is_good_output (output : string) : bool = + (* Checks for goodness go here *) + true +``` +This code defines an accumulator type `acc` that stores the grammar, previous results, new example, and output at each step of the fold. The `merge_operation` function takes the current accumulator and a new input string, and returns a new accumulator with the updated values. The `init_acc` function initializes the accumulator with the given grammar. + +The `merge_workflows` function applies the fold to the list of inputs and tests the output at each step. If the output is good, it continues the fold with the new output as the previous results. If the output is not good and there was no previous output, it continues the fold without changing the accumulator. If the output is not good and there was a previous output, it sets the output to an empty string and continues the fold. + +The `run_language_model` function represents a call to the large language model API with the given grammar and previous results. The `is_good_output` function checks if the output from the language model is good or not. These functions can be implemented based on the specific requirements of your use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_220.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_220.txt new file mode 100644 index 0000000..5bfd0e7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_220.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the given description: +```ocaml +open List + +(* Define the type of game elements *) +type game_elem = + | Grammar of string + | PrevResults of string + | NewExample of string + | Output of string + | Error of string + +(* Define the operation that combines a game element with the accumulator *) +let op acc g = + match g with + | Grammar a -> (a, "grammar") :: acc + | PrevResults d -> (d, "previous results") :: acc + | NewExample c -> (c, "new example") :: acc + | Output d -> ("generated output: " ^ d, "output") :: acc + | Error e -> ("error: " ^ e, "error") :: acc + +(* Define the function that applies the operation to a list of game elements *) +let rec fold_game ops acc = function + | [] -> acc + | h::t -> fold_game ops ((op h) @ acc) t + +(* Define the function that tests the output and creates a new output or error *) +let test_output d = + if is_valid_output d then Output(d) else Error("invalid output") + +(* Define the function that runs the loop up to 3 times *) +let rec merge_prompts workflow max_tries = + let (d, _) as init_d = List.hd workflow in + let rec loop d tries = + if tries = 0 then Error("maximum number of tries reached") + else + let d' = test_output d in + if is_valid_output d' then d' + else loop (test_output (create_new_d d)) (tries - 1) + in + let d' = loop init_d max_tries in + match d' with + | Output d -> d + | Error e -> "error: " ^ e + +(* Define the function that folds the streams of the matrix together into one *) +let merge_matrix grammar prev_results new_example = + let workflow = fold_game [Grammar grammar; PrevResults prev_results; NewExample new_example] [] in + merge_prompts workflow 3 +``` +This code defines several functions that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. The `op` function takes a game element and combines it with an accumulator list of tuples containing the game element and its type. The `fold_game` function applies the operation to a list of game elements, creating a list of tuples that can be used to display the results in a user-friendly format. + +The `test_output` function takes a generated output and tests whether it is valid or not. If it is valid, it returns the output itself. Otherwise, it creates a new output using the `create_new_d` function and recursively calls itself up to 3 times. The `merge_prompts` function runs the loop of generating new outputs until a valid one is found or the maximum number of tries is reached. It then returns the final output or an error message. + +The `merge_matrix` function takes a grammar, previous results, and a new example as input, and combines them into a workflow using the `fold_game` function. It then calls the `merge_prompts` function to generate a valid output or an error message. + +This code can be further customized and extended to suit the needs of the high tech code based hacking game. For example, the `test_output` function can be modified to include more sophisticated validation rules, or the `create_new_d` function can be implemented using a machine learning model or a rule-based system. The visualization of tensors in the game can also be added as an additional feature using shaders and mathpylib. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_221.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_221.txt new file mode 100644 index 0000000..b4f918d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_221.txt @@ -0,0 +1,118 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun input -> (input, merge_examples input.new_example input.prev_results)) inputs + +and merge_examples example prev_results = + let rec merge_sequences seq1 seq2 acc = + match seq1, seq2 with + | [], _ -> List.rev acc, seq2 + | _, [] -> List.rev acc, seq1 + | h1 :: t1, h2 :: t2 -> + if h1 = h2 then + merge_sequences t1 t2 (h1 :: acc) + else if h1 < h2 then + merge_sequences t1 seq2 (h1 :: acc) + else + merge_sequences seq1 t2 (h2 :: acc) + in + let merged_seq, _ = merge_sequences (List.of_string example) (List.of_string prev_results) [] in + let merged_str = String.concat "" (List.map string_of_char merged_seq) in + { result = merged_str; is_good = true } + +let rec merge_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let new_acc = op acc (merge_examples h.new_example h.prev_results) in + if h.is_good then + merge_left op new_acc t + else + let rec try_again inputs = + match inputs with + | [] -> new_acc + | h' :: t' -> + let new_acc' = op acc (merge_examples h'.new_example h'.prev_results) in + if h'.is_good then + try_again t' + else + merge_left op new_acc' (t @ [h']) + in + try_again (h :: t) +``` +The `merge_inputs` function takes a list of inputs, where each input contains a grammar, previous results, and a new example. It merges the new examples with the previous results using the `merge_examples` function, and returns a list of merged outputs along with their corresponding inputs. + +The `merge_examples` function takes a new example and previous results as input, and merges them into a single sequence by interleaving the characters based on their order. It then converts the merged sequence back into a string and returns it as the result, along with a boolean indicating whether the merge was successful (i.e., if the new example was compatible with the previous results). + +The `merge_left` function takes an operator `op`, an accumulator `acc`, and a list of inputs, and applies the operator to each merged output in turn, updating the accumulator as it goes. If a merge is not successful, it tries up to three times to generate a new example that is compatible with the previous results. + +This code can be used as follows: +```ocaml +let grammar = "A" +let prev_results = "B" +let new_example = "C" + +let inputs = [ + { grammar; prev_results; new_example }; + { grammar; prev_results = new_example; new_example = "D" }; + { grammar; prev_results = new_example; new_example = "E" }; +] + +let op acc input = merge_examples input.new_example input.prev_results + +let merged_outputs = merge_left op { result = ""; is_good = true } inputs +``` +This will merge the examples `C`, `D`, and `E` into a single sequence based on the grammar `A`, starting with the previous results `B`. The resulting merged outputs, along with their corresponding inputs, are stored in the `merged_outputs` variable. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_222.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_222.txt new file mode 100644 index 0000000..8c0834b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_222.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of a matrix: +```ocaml +type 'a stream = { mutable hd : 'a; mutable tl : 'a stream } + +let rec merge_streams grammar prev_result new_example acc = + match prev_result, new_example with + | { hd = Some r; tl = _ }, { hd = Some e; tl = _ } -> + let d = generate_description ~grammar r e in + if is_valid_output d then + (acc := d :: !acc; merge_streams grammar { hd = None; tl = prev_result } new_example acc) + else if List.length !acc < 3 then + merge_streams grammar prev_result { hd = None; tl = new_example } acc + else failwith "Error: invalid output after 3 attempts" + | _ -> failwith "Error: missing or incomplete inputs" + +and generate_description ~grammar r e = + (* Generate a creative and imaginative description of the code by combining `r` and `e`. *) + (* This function should use the `grammar` to generate the description. *) + (* The details are omitted here for simplicity. *) + "" + +and is_valid_output d = + (* Check if the generated output `d` is valid or not. *) + (* This function should use the proof engine to validate the output. *) + (* The details are omitted here for simplicity. *) + true + +let rec fold_left op acc stream = + match !stream with + | { hd = Some s; tl = _ } -> + let prev_result = ref (Some s) in + let new_example = ref (generate_new_example ~grammar:s) in + let merged_stream = ref (merge_streams grammar !prev_result !new_example acc) in + stream := { hd = Some !merged_stream; tl = !stream }; + fold_left op acc stream + | _ -> acc + +and generate_new_example ~grammar = + (* Generate a new example based on the current `grammar`. *) + (* This function should use the large language model to generate the example. *) + (* The details are omitted here for simplicity. *) + "" +``` +The code defines two types: `'a stream`, which represents an infinite stream of elements of type `'a`, and a function `merge_streams`, which takes four inputs (`grammar`, `prev_result`, `new_example`, and `acc`) and recursively merges the streams by generating new descriptions until a valid output is obtained. The function `fold_left` is used to apply the `merge_streams` function repeatedly to each element in the stream. + +The details of the functions `generate_description`, `is_valid_output`, and `generate_new_example` are omitted here for simplicity, but they should use the large language model, proof engine, and grammar to generate new examples and validate the output. The `fold_left` function is used to repeatedly apply the `merge_streams` function to each element in the stream until a valid output is obtained. + +The implementation of the `merge_streams` function uses a recursive approach that takes two streams (`prev_result` and `new_example`) and merges them into one by generating a new description using the current `grammar`. If the generated description is valid, it updates the accumulator (`acc`) with the new output and continues to merge the remaining elements in the stream. If the generated description is invalid, it checks if there are any remaining attempts before failing with an error message. + +The implementation of the `fold_left` function uses a similar recursive approach that takes a binary function `op`, an accumulator `acc`, and a stream `stream`, and applies the `op` function to each element in the stream, updating the accumulator accordingly. The details of the `op` function are not specified here since it depends on the specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_223.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_223.txt new file mode 100644 index 0000000..c17ddf2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_223.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let rec generate_prompt acc input = + let { grammar; prev_results; new_example } = input in + (* Generate a new prompt using the current grammar, previous results, and new example *) + let new_prompt = ... in + (* Test the new prompt to see if it is valid *) + let is_valid = ... in + if is_valid then + (* If the prompt is valid, use it to generate a new set of results and repeat the process *) + let new_results = language_model_generate new_prompt in + generate_prompt new_results input + else + (* If the prompt is not valid, provide feedback to the user and try again up to 3 times *) + let num_attempts = ... in + if num_attempts > 0 then + let updated_input = { input with prev_results = new_prompt } in + generate_prompt acc updated_input + else + (* If all attempts fail, return an error message *) + "Error: Unable to generate a valid prompt" + +let fold_left op acc inputs = + List.fold_left (fun acc input -> generate_prompt acc input) acc inputs +``` +This code defines a type `input` to represent the input to the `generate_prompt` function, which includes the grammar, previous results, and new example. The `generate_prompt` function generates a new prompt using these inputs, tests it for validity, and then either generates a new set of results and recurses or provides feedback to the user and tries again up to 3 times. + +The `fold_left` function is used to apply the `generate_prompt` function to a list of inputs, updating the accumulator with the result of each application. This allows for the generation of multiple prompts and results in a single function call. + +This is just one possible implementation of the system you described, and it can be customized and extended further to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_224.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_224.txt new file mode 100644 index 0000000..243aab7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_224.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation to an accumulator and each element of a list, from left to right. We will adapt this function to merge different prompt workflows by defining a custom operation that combines prompts according to our needs. + +First, let's define the types for prompts and workflows: + +```ocaml +type prompt = string +type workflow = prompt list +``` + +Now, we can create a function `merge_prompts` that takes two prompts and merges them using a specified grammar. This function will be used as the binary operation for our adapted `fold_left`. + +```ocaml +let merge_prompts grammar p1 p2 = + let open String in + let split s c = split_on_char s c |> Array.to_list in + let replace x y lst = List.map (replace_first x y) lst in + let prefix, suffix = split grammar ':' in + + let p1' = replace prefix (replace suffix p1 p2) p1 in + let p2' = replace prefix p2 p1 in + + p1', p2' +``` + +Now, we can adapt the `fold_left` function to merge workflows: + +```ocaml +let rec merge_workflows grammar acc wf = + fold_left (merge_prompts grammar) acc wf +``` + +Finally, let's create a main function that takes two initial workflows and merges them using the `merge_workflows` function: + +```ocaml +let merge_initial_workflows grammar wf1 wf2 = + merge_workflows grammar (List.copy wf1) wf2 +``` + +In summary, here's the complete OCaml code for merging large language model prompt workflows: + +```ocaml +type prompt = string +type workflow = prompt list + +let merge_prompts grammar p1 p2 = + let open String in + let split s c = split_on_char s c |> Array.to_list in + let replace x y lst = List.map (replace_first x y) lst in + let prefix, suffix = split grammar ':' in + + let p1' = replace prefix (replace suffix p1 p2) p1 in + let p2' = replace prefix p2 p1 in + + p1', p2' + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_workflows grammar acc wf = + fold_left (merge_prompts grammar) acc wf + +let merge_initial_workflows grammar wf1 wf2 = + merge_workflows grammar (List.copy wf1) wf2 +``` + +This code creates a flexible and customizable system for generating prompts and functional workflows for a large language model, allowing you to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_225.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_225.txt new file mode 100644 index 0000000..5d77c6d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_225.txt @@ -0,0 +1,112 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build an OCaml module that provides a set of functions to fold streams of data together. This module will take in three inputs: grammar (A), previous results (D initially), and new examples (C). It will then create a new output (D) by folding the new examples into the previous results using the specified grammar. If the new output is not good, an error will be fed back to create a new output up to 3 times. + +Here's some sample OCaml code for the `MetaMagicalFolder` module: + +```ocaml +module MetaMagicalFolder : sig + type 'a t = { + mutable examples : 'a list; + mutable previous_results : 'a list; + grammar : ('a -> 'a -> 'a) option; + error_feedback : int; + } + + val create : 'a list -> 'a t + val add_example : 'a t -> 'a -> unit + val fold : 'a t -> 'a +end = struct + type 'a t = { + mutable examples : 'a list; + mutable previous_results : 'a list; + grammar : ('a -> 'a -> 'a) option; + error_feedback : int; + } + + let create initial_examples = + { + examples = initial_examples; + previous_results = []; + grammar = None; + error_feedback = 0; + } + + let add_example folder example = + folder.examples <- example :: folder.examples + + let rec fold_op acc examples = + match examples with + | [] -> acc + | h :: t -> + begin + match folder.grammar with + | Some op -> op acc h + | None -> acc + end + |> fold_op acc t + + let fold folder = + if folder.error_feedback > 0 then ( + folder.previous_results <- + List.rev_append folder.previous_results + (List.map fst (List.take folder.error_feedback folder.examples)); + folder.examples <- List.drop folder.error_feedback folder.examples; + folder.error_feedback <- max 0 (folder.error_feedback - 1) + ); + let new_results = fold_op folder.previous_results folder.examples in + folder.previous_results <- new_results; + folder.examples <- []; + List.hd new_results +end +``` + +This module defines a type `'a t` to represent the meta magical folder, with fields for storing examples, previous results, grammar, and error feedback. The `create` function initializes a new meta magical folder with an optional list of initial examples. The `add_example` function adds a new example to the folder. The `fold` function folds the examples into the previous results using the specified grammar to create a new output. If there is an error, it will be fed back up to 3 times by decrementing the `error_feedback` field and replacing the previous results with the most recent subset of examples. + +To use this module, you can create a new meta magical folder with some initial examples, add more examples as needed, and then call `fold` to generate the final output: + +```ocaml +let folder = MetaMagicalFolder.create ["A"; "B"; "C"] +MetaMagicalFolder.add_example folder "D" +let output = MetaMagicalFolder.fold folder +``` +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_226.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_226.txt new file mode 100644 index 0000000..8964d84 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_226.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = { mutable value : 'a; mutable has_value : bool } + +let rec fold_left op acc stream_list = + match stream_list with + | [] -> acc + | h :: t -> + if h.has_value then + let acc' = op acc h.value in + h.has_value <- false; + fold_left op acc' t + else fold_left op acc t + +let rec merge_streams stream_list grammar previous_results new_example = + let folder stream_list acc = + if Stream.nempty stream_list then + let hd = Stream.next stream_list in + let new_output = generate_description grammar hd new_example in + let new_stream = { value = new_output; has_value = true } in + (new_stream :: acc, previous_results) + else acc + in + let (stream_list, previous_results) = + fold_left folder stream_list previous_results + in + let new_output = previous_results in + let test_result = test_output grammar new_output in + if test_result then + merge_streams stream_list new_output new_example + else if List.length previous_results < 3 then + merge_streams stream_list (new_output :: previous_results) new_example + else raise Error +``` +The `fold_left` function takes an operator `op`, an accumulator `acc`, and a list of streams, and applies the operator to each value in the list, starting with the accumulator. The `merge_streams` function implements the meta magical folder that merges streams of the matrix together into one. + +The function takes four arguments: + +* `stream_list` is a list of streams, where each stream contains a sequence of values generated by the large language model. +* `grammar` is the grammar used to generate descriptions of code in the high tech code-based hacking game. +* `previous_results` is a list of previous results from testing outputs with the test engine. +* `new_example` is the new example to be incorporated into the stream. + +The function uses the `generate_description` function to generate a new output based on the grammar, the head of the current stream in the stream list, and the new example. The new output is then added as a value to a new stream, which is added to the front of the stream list. + +The function also uses the `test_output` function to test each output with the test engine. If the output passes the test, the function recursively calls itself with the updated stream list and previous results. If the output fails the test and there are fewer than three previous results, the function recursively calls itself with the updated previous results. If the output fails the test and there are already three previous results, the function raises an error. + +The `merge_streams` function can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game by taking streams generated by the large language model and merging them together into one stream that incorporates new examples as they are encountered in the dungeon. The resulting stream can then be visualized using shaders and mathpylib, creating an augmented reality matrix game where players can write their own story. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_227.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_227.txt new file mode 100644 index 0000000..deaa2da --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_227.txt @@ -0,0 +1,59 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```sql +let rec merge_matrices grammar previous_result new_example = + let open Matrix in + let matrix_a = of_vector (Vector.of_list previous_result) in + let matrix_b = of_vector (Vector.of_list new_example) in + let matrix_c = merge grammar matrix_a matrix_b in + let result_vec = to_vector matrix_c in + let result_list = Vector.to_list result_vec in + let new_result = test_and_refine grammar result_list in + match new_result with + | Some result -> merge_matrices grammar result new_example + | None -> previous_result +``` +This code defines a recursive function `merge_matrices` that takes three arguments: the current grammar, the previous results (initialized to an empty list), and the new example. It converts the previous results and new example into matrices using the `Matrix` module, then merges them using a hypothetical `merge` function specific to the game's logic. The resulting matrix is then converted back to a vector and list, which are passed through the `test_and_refine` function to generate a new result if possible. If the new result passes the tests, the function recursively calls itself with the new result as the previous results; otherwise, it repeats the loop with the same previous results up to three times. + +The specifics of the `merge`, `test_and_refine`, and other functions used here would need to be defined based on the game's logic and requirements. However, this code provides a basic structure for implementing the meta magical folder in OCaml. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_228.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_228.txt new file mode 100644 index 0000000..bb5e134 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_228.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code sample. This function recursively applies a given operation `op` to an accumulator value `acc` and a list of elements until it processes all elements in the list. + +First, let's define types for our input data: + +```ocaml +type grammar = string +type result = string +type example = string + +type prompt_workflow = { + grammar : grammar; + prev_results : result list; + initial_example : example; + new_example : example; +} +``` + +Now, let's create a function that takes a `prompt_workflow` and produces the final output by applying the given grammar and examples: + +```ocaml +let rec apply_grammar acc workflow = + let { grammar; prev_results; initial_example; new_example } = workflow in + match prev_results with + | [] -> + (* If there are no previous results, use the initial example and append it to the accumulator. *) + apply_grammar (acc ^ initial_example) workflow + | h :: t -> + (* If there are previous results, apply the grammar to the last result and new example. *) + let updated_result = String.sub ~pos:0 ~len:100 (Grammar.apply grammar h) in + let new_example' = String.sub ~pos:0 ~len:100 new_example in + apply_grammar (acc ^ updated_result ^ " | " ^ new_example') workflow + +let generate_prompt_workflow_output workflow = + apply_grammar "" workflow +``` + +To create a flexible system for generating prompts, you can define different types of `prompt_workflow` instances, each with its specific grammar and examples. Then, use the `generate_prompt_workflow_output` function to generate outputs based on the given input data. + +For instance, to create a prompt workflow for generating descriptions of code in a high-tech code-based hacking game, you could define a `prompt_workflow` as follows: + +```ocaml +let code_description_workflow = { + grammar = "... (define your grammar for generating code descriptions) ..."; + prev_results = [ /* ... */ ]; + initial_example = "An artifact that allows you to manipulate time:"; + new_example = "⌛️ Time Freezer - Slows down time by 50% in a 3m radius"; +} + +let code_description = generate_prompt_workflow_output code_description_workflow +``` + +To implement the merging of large language model prompt workflows, you can define a function that takes a list of `prompt_workflow` instances and combines them into one. You could use a similar approach as the `fold_left` function provided in the code sample: + +```ocaml +let merge_prompt_workflows workflows acc = + List.iter (fun wf -> acc := generate_prompt_workflow_output wf :: !acc) workflows; + !acc + +(* Usage example: *) +let main () = + let workflows = [code_description_workflow; /* ... other workflows ... */] in + let result_list = ref [] in + merge_prompt_workflows workflows result_list; + List.iter (fun output -> Printf.printf "%s\n" output) !result_list +``` + +This example defines the `merge_prompt_workflows` function that takes a list of `prompt_workflow` instances and combines their outputs into one list. The `main` function demonstrates how to use this function with multiple workflows, including the previously defined `code_description_workflow`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_229.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_229.txt new file mode 100644 index 0000000..366cde9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_229.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. The updated OCaml code is presented below. It takes an additional argument, `grammar`, which represents the grammar rules to be used for generating the descriptions. + +The `merge_workflows` function implements a loop that applies the given `op` (operation) on an accumulator value and a new example, while also incorporating the previous results from the large language model. The process is repeated up to three times if the output does not meet the quality standards. + +```ocaml +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec merge_workflows ~grammar ~max_retries ~initial_example acc new_examples prev_results = + let test_and_update acc result = + (* Test the generated output here, e.g., using a language model or other evaluation method. *) + if is_acceptable result then + (result, max_retries) + else + (acc, max_retries - 1) + in + let rec aux acc new_examples prev_results = + match new_examples with + | [] -> prev_results + | new_example :: rest -> + let (merged_result, max_retries) = test_and_update acc (grammar new_example) in + if max_retries > 0 then + aux merged_result rest prev_results + else + merged_result :: prev_results + in + let folded = fold_left (fun acc ex -> merge_workflows ~grammar ~max_retries:3 ~initial_example acc [ex] [initial_example]) acc new_examples in + aux folded rest folded +``` + +In this code, you can replace the `is_acceptable` function with your desired evaluation method to test whether a generated output is acceptable. The example provided here assumes that there are three attempts (`max_retries = 3`) for generating an acceptable result before giving up. You may need to adjust the value of `max_retries` based on your specific use case and resource constraints. + +Confidence: 85% +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_23.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_23.txt new file mode 100644 index 0000000..495fc99 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_23.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* A function that takes an example and returns a result or an error *) +let f : example -> (result * error) option = fun example -> Some (example, "") + +(* A function that tests if a result is good or not *) +let test_result : result -> bool = fun _ -> true + +(* The merge operation for two results *) +let merge_results : result -> result -> result = fun r1 r2 -> r1 ^ "\n" ^ r2 + +(* The function that creates a new output from a grammar, previous results, and a new example *) +let create_new_output : string -> (result * error) option -> example -> (result * error) option = + fun grammar prev_opt example -> + match prev_opt with + | Some (prev_res, _) -> + let merged_res = List.fold_left merge_results prev_res [example] in + Some (merged_res, "") + | None -> f example + +(* The function that runs the loop and creates new outputs until a good result is obtained or 3 tries are exhausted *) +let rec fold_magic : string -> example list -> (result * error) option = + fun grammar examples -> + let init_res, _ = Option.get (f (List.hd examples)) in + let new_res_opt = + List.fold_left + (fun acc ex -> + match acc with + | Some _ as acc -> acc + | None -> create_new_output grammar (Some (init_res, "")) ex) + None + (List.tl examples) + in + match new_res_opt with + | Some res when test_result res.(_1) -> Some res + | _ -> + let rec helper i acc = + if i = 0 then acc else helper (i - 1) (create_new_output grammar acc (List.nth examples (i - 1))) + in + helper 3 new_res_opt +``` +The code defines three types: `example`, `result`, and `error`, which should be replaced with the actual types used in the application. The function `f` takes an example and returns a result or an error, wrapped in an option type. The function `test_result` tests if a result is good or not, and should be customized to fit the specific needs of the application. The function `merge_results` merges two results into one by concatenating them with a newline character in between. + +The function `create_new_output` takes a grammar, previous results, and a new example, and creates a new output based on them. It uses the function `f` to create an initial result from the new example, and then merges it with the previous results using the `merge_results` function. + +The function `fold_magic` runs the loop of creating new outputs until a good result is obtained or 3 tries are exhausted. It takes a grammar and a list of examples as input, and returns a result or an error wrapped in an option type. The function uses the `create_new_output` function to create new outputs, and recursively calls itself with the updated accumulator until a good result is obtained. + +This code can be customized further by changing the types of examples, results, and errors, as well as the functions `f`, `test_result`, and `merge_results`. The code can also be extended to handle more complex workflows and error handling strategies, depending on the specific needs of the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_230.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_230.txt new file mode 100644 index 0000000..32bca02 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_230.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and functionality. Here's a possible OCaml implementation: + +1. Define a new data type to represent the input context. +```ocaml +type context = { + grammar : string; + prev_results : string; + initial_example : string; + new_example : string; +} +``` +2. Extend the `fold_left` function to take a `context` and an optional `error_count` as arguments, and add the necessary operations to generate a new output based on the given context. The updated function will return both the accumulated value and the new output. +```ocaml +let rec fold_and_generate_output op acc ctx ~error_count = + let { grammar; prev_results; initial_example; new_example } = ctx in + match error_count with + | None -> + (* Generate a new output based on the current context. *) + let new_output = generate_output ~grammar ~prev_results ~new_example in + + (* Test the new output and update the accumulator accordingly. *) + let updated_acc = op acc new_output in + + (* Check if the new output is valid. If not, increment the error count. *) + if is_valid_output new_output then (updated_acc, new_output, None) + else (updated_acc, new_output, Some 1) + | Some ec -> + (* If the error count is not None, decrement it and return the accumulator. *) + if ec > 1 then (acc, prev_results, Some (ec - 1)) + else raise (Failure "Maximum number of errors reached") +``` +3. Implement a helper function to generate an output based on the given context. +```ocaml +let generate_output ~grammar ~prev_results ~new_example = + (* Encapsulate the logic for generating an output from the input context, + such as creating a new example using the provided grammar and previous results, + vectorizing it into tensors, and optionally visualizing the tensors in the game. *) + ... +``` +4. Implement a helper function to test if an output is valid based on certain criteria. +```ocaml +let is_valid_output output = + (* Encapsulate the logic for testing if an output is valid, such as checking + if it meets specific requirements or passes certain checks. *) + ... +``` +5. Use the `fold_and_generate_output` function to generate new prompts and functional workflows by recursively applying the fold operation with a suitable accumulation function, input context, and optional error count. For example: +```ocaml +let rec generate_prompt_workflows ~initial_context ~max_attempts = + let { accumulator; output; error_count } = + fold_and_generate_output (@) [] initial_context ~error_count in + + (* If the output is valid, return it as a new prompt workflow. Otherwise, + try again up to max_attempts times. *) + match (output, error_count) with + | _, None -> accumulator, output + | _, Some ec -> + if ec < max_attempts then generate_prompt_workflows ~initial_context ~max_attempts + else accumulator, output +``` +Note that the `generate_output`, `is_valid_output`, and other helper functions should be implemented according to your specific requirements for generating prompts and functional workflows. The above code provides a framework for creating a customizable system for generating prompts and functional workflows using a large language model in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_231.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_231.txt new file mode 100644 index 0000000..0a46a5e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_231.txt @@ -0,0 +1,102 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code-based hacking game: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_streams input = + let open Option.Monad_infer in + let* grammar = Memo.unit (fun () -> LangModel.generate_grammar grammar) in + let* prev_results = Memo.unit (fun () -> LangModel.generate_descriptions grammar prev_results) in + let* new_example' = LangModel.generate_description grammar new_example in + let new_output = merge_descriptions prev_results [new_example'] in + let* _ = Test.test_description new_output in + Memo.return new_output + +and merge_descriptions descriptions new_example' = + let open List.Monad_infer in + let+ description = List.find_map ~f:(fun description -> + if Description.equal description new_example' then + Some (Description.merge description new_example') + else + None) descriptions + in + description :: descriptions + +and merge_description description new_example' = + { description with Description.examples = new_example' :: description.examples } + +and Description = { + Description.grammar : string; + examples : string list; +} + +and LangModel = fun grammar -> { + generate_grammar = (fun _ -> grammar); + generate_descriptions = (fun _ prev_results -> + let open Option.Monad_infer in + let+ new_example' = LangModel.generate_description grammar in + merge_streams { grammar; prev_results; new_example = new_example' } + ); + generate_description = (fun _ -> fun example -> + let open Option.Monad_infer in + let+ result = LangModel.generate_code grammar example in + Memo.return { Description.grammar; examples = [result] } + ); +} + +and Test = { + test_description : Description.t -> unit; +} +``` +The `merge_streams` function takes an `input` as input and generates a new merged output by calling the language model's `generate_grammar`, `generate_descriptions`, and `generate_description` functions with appropriate inputs. It uses memoization to avoid redundant computations. + +The `merge_descriptions` function merges a list of descriptions with a new example if the new example is already present in the list. If not, it returns the original list unchanged. + +The `merge_description` function updates the examples of a given description by adding a new example to it. + +The `LangModel` module provides functions for generating grammar, descriptions, and code. It takes a grammar as input and generates descriptions using the `generate_descriptions` function and code using the `generate_code` function. + +The `Test` module contains a single function, `test_description`, which tests whether a given description is valid or not. The function can be customized to perform any desired testing. + +This implementation should provide a flexible and customizable system for generating prompts and functional workflows for the language model in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_232.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_232.txt new file mode 100644 index 0000000..10e1eb9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_232.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: + +```ocaml +type example = string (* Replace this with the actual type of examples *) +type result = string (* Replace this with the actual type of results *) +type error = string (* Replace this with the actual type of errors *) + +type 'a t = { + grammar : 'a; + previous_result : result; + initial_example : example; + new_example : example; + merge : 'a -> example -> result -> (result * error) option Lazy.t; +} + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec generate i max_attempts folder = + try + let (result, _) as output = Lazy.force folder.merge folder.grammar folder.new_example in + if i < max_attempts then + generate (i + 1) max_attempts { folder with new_example = result } + else + output + with + | exn -> + if i < max_attempts then + generate (i + 1) max_attempts folder + else + raise exn + +let create ~grammar ~previous_result ~initial_example merge = + let rec merge' acc example result = + match Lazy.force merge with + | Some f -> + (match f acc example result with + | Some r -> Some (r, "") + | None -> merge' acc example result) + | None -> None in + { + grammar; + previous_result; + initial_example; + new_example = initial_example; + merge = lazy (merge' previous_result initial_example); + } +``` + +In this code, we define the following types: + +* `example`: This is the type of examples used to generate results. +* `result`: This is the type of results generated by the language model. +* `error`: This is the type of errors that may occur during generation. + +We also define a record type `'a t` that represents a folder, which contains the following fields: + +* `grammar`: This is the current grammar used to generate results. +* `previous_result`: This is the previous result generated by the language model. +* `initial_example`: This is the initial example used to start generation. +* `new_example`: This is the new example generated by the language model. +* `merge`: This is a lazy function that takes the grammar, an example, and a result, and returns a pair of a new result and an error (if any). + +The `fold_left` function is a generic left fold function that can be used to apply a binary operator to all elements of a list. + +The `generate` function is a recursive function that generates results using the given folder, with a maximum number of attempts allowed. + +The `create` function creates a new folder with the given grammar, previous result, initial example, and merge function. The merge function is implemented as a lazy function to avoid evaluating it unnecessarily. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_233.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_233.txt new file mode 100644 index 0000000..224f5a4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_233.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml code that implements a meta-magical folder to fold streams of the matrix together into one: + +```ocaml +type example = {grammar: string; data: string} + +let rec merge_examples limit acc examples = + let test_and_update acc example = + let new_output = generate_description grammar example in + if is_good new_output then (new_output :: acc) else acc + in + match examples with + | [] -> List.rev acc + | h::t -> + let new_acc = test_and_update acc h in + if List.length new_acc >= limit then new_acc + else merge_examples limit new_acc t + +let rec generate_descriptions grammar examples limit = + let folded_examples = merge_examples limit [] examples in + fold_left (fun acc example -> test_and_update acc example @ acc) folded_examples folded_examples + +(* Initialize the examples list with initial data *) +let examples = [ + {grammar="A"; data="B"}; + {grammar="A"; data="C"} +] + +let result = generate_descriptions "A" examples 3 +``` + +In this implementation, we've added a few new functions: `merge_examples`, which takes care of merging examples and testing their quality; `generate_descriptions`, which applies the merge process recursively on the list of examples; and some example data. + +The `generate_descriptions` function handles folding streams of matrixes together by using the helper function, `merge_examples`. The latter tests each example against the grammar, keeps only good ones based on your criteria (implemented in the `is_good` function), and merges them into a list. If the number of combined examples reaches the specified limit, the function stops recursively merging and returns the accumulated list. + +You can customize this implementation to suit your needs by changing how you test an example's quality (`is_good` function) or generating descriptions based on examples and grammar rules (`generate_description` function). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_234.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_234.txt new file mode 100644 index 0000000..0addcee --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_234.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's a possible OCaml implementation: + +1. Define data structures to represent the different types of inputs. +2. Implement a function that tests whether an output is good or not. +3. Use the `fold_left` function to generate prompts and functional workflows by iteratively updating the accumulator with new input examples while applying specific operations based on the grammar rules. +4. Repeat the generation process if needed until a satisfactory output is obtained. + +Here's an example OCaml implementation: + +```ocaml +type ('a, 'b) rule = 'a -> 'b -> 'b + +type ('a, 'b) input = { + grammar : 'a; + prev_results : 'b; + new_example : 'a; +} + +type ('a, 'b) output = { + example : 'a; + result : 'b; +} + +(* Test whether a result is good or not. + If true, the result can be used as input for further processing. *) +let is_good_result : ('a -> bool) = fun _ -> true + +(* Given a rule and an input, return a new output. + The `rule` function combines the grammar, previous results, and new example to create a new result. *) +let generate : ('a, 'b) rule -> ('a, 'b) input -> ('a, 'b) output = fun rule input -> + let {grammar; prev_results; new_example} = input in + let new_result = rule grammar prev_results new_example in + {example = new_example; result = new_result} + +(* Fold over a list of inputs using the provided rule, generating outputs. + If a result is not good, retry up to 3 times before giving up. *) +let rec fold_left_with_retry op acc : ('a, 'b) input list -> ('a, 'b) output list = fun inputs -> + let rec aux_fold_left inputs acc count = + match inputs with + | [] -> List.rev acc + | h :: t -> ( + let output = generate op h in + if is_good_result output.result then + aux_fold_left t (output :: acc) 0 + else if count < 3 then + aux_fold_left t (output :: acc) (count + 1) + else + aux_fold_left t acc 0 + ) + in + aux_fold_left inputs [] 0 + +(* Example usage *) +let main () = + let grammar : string list = ["function"; "language"; "model"] in + let rule : (string list, string) rule = List.concat in + let initial_input : (string list, string) input = { + grammar; prev_results = "", new_example = "creative and imaginative descriptions"; + } in + let inputs = [initial_input; ...] (* Add more inputs here *) in + let outputs = fold_left_with_retry rule [] inputs in + List.iter (fun {example; result} -> + Format.printf "Example: %s, Result: %s@." + (String.concat " " example) result; + ) outputs +end +``` + +You can adjust the `grammar`, `rule`, and input examples according to your needs in order to create a customizable system for generating prompts and functional workflows for your high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_235.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_235.txt new file mode 100644 index 0000000..b1bfd7f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_235.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let folder op acc input = + let new_output = LanguageModel.generate_description ~grammar:input.grammar ~prev_results:input.prev_results ~new_example:input.new_example in + if LanguageModel.test_description new_output then + { result = new_output; success = true } + else if LanguageModel.feedback_possible then + let feedback = LanguageModel.get_feedback new_output in + { result = LanguageModel.apply_feedback feedback new_output; success = false } + else + acc + in + { result = ""; success = false } + |> fold_left folder +``` +This code defines two types, `input` and `output`, to represent the input data and the output results of the merge process. The `merge_prompts` function takes a list of `input` records, each containing the necessary information for generating a new description (i.e., grammar, previous results, and new example). + +The `merge_prompts` function uses a helper function called `fold_left`, which is similar to the one you provided in your code. The difference is that this version of `fold_left` takes an additional argument, `op`, which represents the operation to be applied to each element in the list. + +The `merge_prompts` function also defines a nested function called `folder`, which applies the language model to generate a new description for each input record. If the generated description is successful (i.e., it passes the test), it returns an `output` record with the new description and a success flag set to true. + +If the generated description is unsuccessful, the function checks if feedback is possible. If so, it retrieves feedback from the language model and applies it to the unsuccessful description. It then returns an `output` record with the updated description and a success flag set to false. + +If feedback is not possible, the function simply returns the original output record with the empty result string and a failure flag set to false. + +The `merge_prompts` function initializes the accumulator variable as an empty string and a failure flag, and then applies the `folder` operation to each element in the input list using `fold_left`. The final output is returned as an `output` record containing the merged result string and a success flag. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_236.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_236.txt new file mode 100644 index 0000000..4ff1dfd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_236.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code based hacking game: +```ocaml +(* Meta magical folder for merging streams of the matrix *) + +open List + +(* Folder function to merge streams using a given operator *) +let rec fold_matrix op acc = function + | [] -> acc + | h1 :: h2 :: t -> + let merged = op acc h1 h2 in + fold_matrix op merged t + | [h] -> op acc h [] + +(* Test the merged result and repeat up to 3 times *) +let rec merge_streams grammar prev_res new_examples max_tries = + let merged = fold_matrix (merge_examples grammar) prev_res new_examples in + if test_result merged then + merged (* Return the merged result *) + else if max_tries > 0 then + merge_streams grammar merged new_examples (max_tries - 1) + else + failwith "Error: Failed to merge streams after 3 tries" + +(* Merge two examples using a given grammar *) +let merge_examples grammar ex1 ex2 = + ... + +(* Test the merged result using a given grammar *) +let test_result merged = + ... +``` +The `fold_matrix` function is a generalized version of the `fold_left` function that takes an additional argument for the operator used to merge stream elements. The `merge_streams` function implements the meta magical folder by recursively merging new examples with previous results using a given grammar, testing the merged result, and repeating up to 3 times if necessary. + +The `merge_examples` and `test_result` functions should be defined according to the specific requirements of the game, such as the grammar used for generating prompts and functional workflows, and the criteria for testing the quality of merged results. The example code provided here can serve as a starting point for implementing these functions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_237.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_237.txt new file mode 100644 index 0000000..660e8d9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_237.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +(* The function that tests if a result is good *) +let is_good_result : result -> bool = fun _ -> true + +(* The function that merges a grammar and an example into a new example *) +let merge_examples : string -> example -> example = fun grammar ex -> ... + +(* The function that generates a result from a grammar, a previous result, and a new example *) +let generate_result : string -> result -> example -> result = fun grammar prev_res new_ex -> ... + +(* The maximum number of times to try generating a result before giving up *) +let max_tries = 3 + +(* The meta magical folder function *) +let rec fold_magic : string -> result -> example list -> result = fun grammar acc examples -> + match examples with + | [] -> acc + | h::t -> + let new_ex = merge_examples grammar h in (* create a new example by merging the grammar and the first example *) + let rec try_generate i res = + if i > max_tries then res (* give up if we've tried too many times *) + else + let new_res = generate_result grammar res new_ex in (* generate a new result from the previous result, the grammar, and the new example *) + if is_good_result new_res then try_generate (i+1) new_res (* if the new result is good, try again with this new result *) + else try_generate (i+1) res (* otherwise, keep the old result and try again *) + in + let new_acc = try_generate 1 acc in (* try generating a new result from the previous result, the grammar, and the new example *) + fold_magic grammar new_acc t (* repeat the process with the remaining examples *) +``` +The code defines several functions for merging examples, generating results, testing if a result is good, and finally the meta magical folder function `fold_magic`. The `fold_magic` function takes three arguments: a grammar (a string), a previous result (of type `result`), and a list of new examples. It recursively applies the merge-generate-test loop to each example in the list, using the previous result as input for generating the next one. If a generated result is good (according to the `is_good_result` function), it becomes the new previous result for generating the next example. If all examples have been processed and no good result has been found, the previous result is returned as the final output. The maximum number of times to try generating a result before giving up is defined by the `max_tries` constant. + +Note that the `merge_examples` and `generate_result` functions need to be customized depending on the specific requirements of your application. The `is_good_result` function can also be customized if more sophisticated criteria for accepting or rejecting results are needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_238.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_238.txt new file mode 100644 index 0000000..569eda2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_238.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the requirements provided: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge_inputs acc input = + let { grammar; prev_results; new_example } = input in + let merged_result = + String.concat "\n" [grammar; prev_results; new_example] + in + match acc with + | [] -> [merged_result] + | _ -> merged_result :: acc + +let rec merge_and_test_inputs inputs max_errors = + let merged_inputs = List.fold_left merge_inputs [] inputs in + let result = LanguageModel.generate_description merged_inputs in + if LanguageModel.is_good_description result then merged_inputs + else if max_errors > 0 then + merge_and_test_inputs (LanguageModel.get_error_corrections result) (max_errors - 1) + else [] + +let rec game_loop inputs = + let initial_inputs = { grammar = "High-tech code-based hacking game"; prev_results = ""; new_example = "" } in + let merged_inputs = merge_and_test_inputs (initial_inputs :: inputs) 3 in + if List.length merged_inputs > 0 then + let next_inputs = { grammar = ""; prev_results = ""; new_example = LanguageModel.get_description merged_inputs } in + game_loop (next_inputs :: merged_inputs) + else + print_endline "No valid description found, exiting the game loop."; + exit 0 +``` +In this example, we define a type `input` to represent the input to our merging function. The `merge_inputs` function takes an accumulator and an input, concatenating the grammar, previous results, and new example together with newline characters as separators. The resulting string is then added to the accumulator. + +The `merge_and_test_inputs` function recursively calls itself up to three times, each time correcting the errors in the generated description using the language model's error correction API. If a valid description is found, the merged inputs are returned. Otherwise, an empty list is returned, indicating that no valid description was found. + +Finally, the `game_loop` function runs the merging and testing loop repeatedly until a valid description is found. The initial input is provided as an argument to the function, and subsequent inputs are added to the accumulator using recursion. When a valid description is found, the next set of inputs is generated by extracting the generated description from the language model's response. + +This code can be further customized to suit specific needs, such as adding additional input validation or changing the way that errors are corrected. The `LanguageModel` module can also be replaced with a different language model implementation if desired. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_239.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_239.txt new file mode 100644 index 0000000..a0ec383 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_239.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = Grammar of string | Previous of string | NewExample of string +type output = string +type config = { max_errors : int; error_feedback : float -> float } + +let rec merge_prompts config acc inputs = + let (grammar, prev_result, new_example) = + match inputs with + | Grammar g :: Previous p :: NewExample n :: t -> (g, p, n) + | _ -> failwith "Invalid input format" + in + let open Config in + let rec create_output max_errors error_feedback acc = function + | [] -> acc + | h :: t -> + let result = generate_description grammar h in + let new_acc = op acc result in + if is_valid_result prev_result new_acc then new_acc + else if max_errors > 0 then + let new_error_feedback = error_feedback (get_error_rate new_acc) in + create_output (max_errors - 1) new_error_feedback new_acc t + else failwith "Maximum number of errors reached" + in + create_output config.max_errors config.error_feedback acc [prev_result; new_example] + +let rec generate_description grammar input = + (* Generate a creative and imaginative description of the code using the language model, + based on the provided grammar and input. *) + ... + +let is_valid_result prev_result new_acc = + (* Check if the new accumulated result is valid, based on the previous result. *) + ... + +let get_error_rate new_acc = + (* Calculate the error rate of the new accumulated result. *) + ... +``` +This code defines a `merge_prompts` function that takes a configuration, an accumulator (initialized to the initial example), and a list of inputs (a grammar, a previous result, and a new example) as arguments, and recursively applies the provided operation `op` to generate a new description based on the current input, until it reaches a valid result. The configuration includes a maximum number of errors allowed, and an error feedback function that takes the current error rate and returns a new learning rate for the model. + +The code also defines several helper functions such as `generate_description`, which generates a creative and imaginative description of the code using the language model; `is_valid_result`, which checks if the new accumulated result is valid based on the previous result; and `get_error_rate`, which calculates the error rate of the new accumulated result. + +The implementation details of these helper functions are left out as they depend on the specific language model and operation used, as well as the criteria for a valid result and error rate calculation. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_24.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_24.txt new file mode 100644 index 0000000..da6b2b2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_24.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let rec generate_prompt input = + let { grammar; prev_results; new_example } = input in + let base_prompt = sprintf "Generate a creative and imaginative description of code in a high tech code based hacking game, using the following information:\nGrammar: %s\nPrevious Results: %s\nNew Example: %s" grammar prev_results new_example in + { result = base_prompt; tested = false } + +let rec test_output output = + if output.tested then output.result + else ( + (* Test the output using a language model and proof engine here *) + let is_good = ... in + { output with tested = true; result = if is_good then output.result else "Error: Please try again" } + ) + +let rec merge_outputs outputs acc = + match outputs with + | [] -> acc + | h :: t -> + let merged_output = test_output h in + if merged_output.tested then + merge_outputs t (merged_output :: acc) + else + (* If the output is not good, retry up to 3 times before moving on to the next output */ + let rec retry_merge outputs acc i = + if i > 3 then merge_outputs t acc + else + let merged_output = test_output (List.hd outputs) in + if merged_output.tested then + retry_merge (List.tl outputs) (merged_output :: acc) 1 + else + retry_merge outputs acc (i + 1) + in + retry_merge outputs acc 1 + +let rec fold_left_with_merge op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let input = h in + let output = generate_prompt input in + let merged_outputs = merge_outputs [output] acc in + fold_left_with_merge op merged_outputs t +``` + +In this code, the `input` type represents the inputs to the prompt generator, including the grammar, previous results, and new example. The `output` type represents the output of the prompt generator, including the generated text and a boolean indicating whether it has been tested. + +The `generate_prompt` function generates a base prompt using the input, and the `test_output` function tests the output using a language model and proof engine (which would need to be implemented separately). The `merge_outputs` function merges a list of outputs into one by testing each output and retrying up to 3 times if it is not good. + +The `fold_left_with_merge` function applies the `op` operation to each input in the list, using the `fold_left` higher-order function, and merging the outputs using the `merge_outputs` function. The initial accumulator value for the fold is the empty list. This allows for a flexible and customizable system for generating prompts and functional workflows for a language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_240.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_240.txt new file mode 100644 index 0000000..b3ecdaf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_240.txt @@ -0,0 +1,115 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +open Lib + +(* Define the type of inputs to the fold_left function *) +type folder_input = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* Define the type of outputs from the fold_left function *) +type folder_output = { + merged_result : string; + num_attempts : int; +} + +(* The accumulator function that merges two streams *) +let merge_streams acc stream1 stream2 = + let open Stream in + let rec aux acc s1 s2 = + match (s1, s2) with + | (Some h1, Some h2) -> aux (acc ^ h1 ^ "\n" ^ h2 ^ "\n") (next s1) (next s2) + | (Some h1, None) -> aux (acc ^ h1) (next s1) s2 + | (None, Some h2) -> aux (acc ^ h2) s1 (next s2) + | (None, None) -> acc + in + aux acc (peek stream1) (peek stream2) + +(* The accumulator function that tests and possibly re-folds the merged result *) +let test_and_refold acc = + let open Lib in + let new_output = merge_streams acc (get_stream grammar) (get_stream prev_results) in + let num_attempts = + if is_valid_output new_output then 1 else ( + let rec count_attempts i = if i > max_attempts then failwith "Max attempts reached" else i + count_attempts (i + 1) in + try count_attempts 0 with e -> num_attempts + ) + in + { merged_result = new_output; num_attempts } + +(* The main fold function *) +let rec folder input = + let open Lib in + let open Fold in + let acc = { merged_result = ""; num_attempts = 0 } in + let stream1 = get_stream grammar in + let stream2 = (if input.new_example <> "" then get_stream new_example else get_stream prev_results) in + try + (* Repeatedly test and refold the merged result until a valid output is obtained *) + let rec repeat_test_and_refold i acc = + if i > max_attempts then failwith "Max attempts reached" else ( + let new_acc = test_and_refold acc in + if new_acc.num_attempts > 1 then repeat_test_and_refold (i + 1) new_acc else new_acc + ) + in + let final_acc = repeat_test_and_refold 0 acc in + { folder_output with merged_result = final_acc.merged_result } + with e -> + (* If an error occurs, feed the error back to create a new D *) + { + folder_output with + merged_result = Error (Printexc.to_string e); + num_attempts = acc.num_attempts + 1; + } +``` + +In this code, we define two types `folder_input` and `folder_output` to represent the inputs and outputs of the fold function, respectively. We then define two accumulator functions: `merge_streams`, which merges two streams of text using a specified grammar; and `test_and_refold`, which tests the merged result and possibly re-folds it until a valid output is obtained. + +The main fold function `folder` takes an input `input` containing a grammar, previous results, and a new example, and returns a `folder_output` containing the merged result and the number of attempts it took to obtain a valid output. If an error occurs during the fold process, the error message is returned as part of the `folder_output`. + +Note that this code uses several helper functions and modules (defined elsewhere) for generating streams of text from input files and testing the validity of merged results. These functions are not shown here for brevity, but they should be straightforward to implement based on the requirements outlined in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_241.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_241.txt new file mode 100644 index 0000000..5e5bc1c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_241.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The resulting function, `merge_workflows`, will take as input a list of workflow components (each represented as a tuple containing grammar, previous results, and new examples) and output a single merged workflow. + +First, let's define the types for the workflow components and the accumulated state: + +```ocaml +type workflow_component = { + grammar : string; + prev_results : string list; + new_example : string; +} + +type merged_state = { + result : string; + error_count : int; +} +``` + +Now, let's define the `merge_workflows` function that takes a list of workflow components and returns the merged workflow: + +```ocaml +let merge_workflows wcs = + let rec merge acc wc current_error_count = + let { grammar; prev_results; new_example } = wc in + if current_error_count > 3 then + (acc.result, List.rev acc.prev_results) + else + let new_result = LanguageModel.generate ~grammar ~previous:prev_results ~new_example in + let new_prev_results = new_result :: prev_results in + match LanguageModel.test new_result with + | true -> merge acc wc 0 + | false -> merge { result = new_result; error_count = current_error_count + 1 } wc (current_error_count + 1) + in + let init_state = { result = ""; error_count = 0 } in + List.fold_left merge init_state wcs |> fst +``` + +Here, `merge` is the helper function that recursively merges each workflow component into a single merged state. If an error count exceeds 3, it returns the current result and previous results. The `LanguageModel` module provides functions for generating code based on the grammar, testing if the generated code is valid, and training the model with new examples. + +To use this function, you can create a list of workflow components and pass them as input to the `merge_workflows` function: + +```ocaml +let my_workflow = [ + { grammar = "..."; prev_results = []; new_example = "..." }; + { grammar = "..."; prev_results = []; new_example = "..." }; + ... +] + +let merged_workflow = merge_workflows my_workflow +``` + +This will return the final merged workflow. + +Note: The `LanguageModel` module is not implemented in this example, but you can use a real NLP library or API to perform language model operations such as generating text based on a grammar, testing code, and training with new examples. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_242.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_242.txt new file mode 100644 index 0000000..1d93e9d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_242.txt @@ -0,0 +1,52 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the example code. Here is an OCaml code snippet that implements a meta magical folder to fold streams of the matrix together into one: + +(* Util functions *) +let identity x = x +let vectorize emoji_string = ... (* Implement this function *) +let devectorize tensor = ... (* Implement this function *) + +(* Meta magical folder *) +let rec merge_matrices grammar initial_example new_example max_retries = + let open +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_243.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_243.txt new file mode 100644 index 0000000..251e262 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_243.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of prompts and functional workflows for a large language model, based on your description: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let fold_left op acc inputs = + List.fold_left (fun (acc, i) input -> + let (result, is_good) = op acc input in + if is_good then (result, i + 1) else (acc, i) + ) (acc, 0) inputs + |> fst + +let rec merge_prompts ~max_errors grammar prev_results new_example = + let input = {grammar; prev_results; new_example} in + let output = generate_description grammar input in + if output.is_good then output.result + else if max_errors > 0 then ( + let max_errors = max_errors - 1 in + merge_prompts ~max_errors grammar output.result new_example + ) else failwith "Max errors reached" +``` +The code defines three types: `input`, which represents the input to the merging function, including the grammar, previous results, and a new example; `output`, which represents the result of merging the input with the current state of the language model, including the generated description and a boolean indicating whether it is good or not; and `max_errors`, an optional parameter that specifies the maximum number of errors allowed before failing. + +The `fold_left` function takes an operator `op` that merges an accumulator (in this case, the previous results) with a new input, and applies it repeatedly to a list of inputs until a fixed point is reached. In this case, we use it to fold together all the intermediate states of the language model until we reach a good result. + +The `merge_prompts` function takes as input the grammar, previous results, and a new example, and recursively applies the `generate_description` function until it produces a good result or reaches the maximum number of errors. The `generate_description` function is not defined in this code snippet, but it represents the process of generating a creative and imaginative description of code using a large language model. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a large language model, as well as a way to merge streams of inputs together until a good result is produced. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_244.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_244.txt new file mode 100644 index 0000000..dc71b0a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_244.txt @@ -0,0 +1,65 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge together streams of input from a large language model in order to generate creative and imaginative descriptions of code for a high-tech code-based hacking game: +``` +(* Define the type of inputs *) +type input = Grammar of string | PreviousResults of string | NewExample of string + +(* Define the merge function that takes an accumulator and an input and returns a new accumulator *) +let merge acc input = + match input with + | Grammar a -> a :: acc + | PreviousResults d -> d :: acc + | NewExample c -> c :: acc + +(* Define the initial accumulator *) +let init_acc = [] + +(* Use fold_left to merge all the inputs together *) +let merged_inputs = List.fold_left merge init_acc input_list +``` +In this example, the `input` type is defined as a discriminated union that can be one of three possible values: `Grammar`, `PreviousResults`, or `NewExample`. The `merge` function takes an accumulator and an input and returns a new accumulator by pattern matching on the input. If the input is a `Grammar`, it adds the grammar to the beginning of the accumulator list. If the input is `PreviousResults`, it adds the previous results to the beginning of the accumulator list. And if the input is `NewExample`, it adds the new example to the beginning of the accumulator list. + +The initial accumulator is defined as an empty list, and then fold\_left is used to iterate through all the inputs in the input\_list, calling the merge function on each one with the current accumulator and updating the accumulator for the next iteration. The result is a merged list of all the inputs that can be used to generate creative and imaginative descriptions of code in the hacking game. + +This example uses lists as the data structure for the accumulator, but it could easily be adapted to use any other data structure such as arrays or trees, depending on the specific needs of your application. Additionally, this is a simple example that just merge all inputs together. You can extend it further by adding more logic to test and validate each output before merging them into one. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_245.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_245.txt new file mode 100644 index 0000000..7922fd7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_245.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +(* Meta magical folder for merging language model prompt workflows *) + +open List + +(* Folder function that applies the given operation to each element in the list *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Function for testing if a prompt is valid or not *) +let test_prompt prompt = + (* Insert code for testing the prompt here *) + true + +(* Function for generating a new prompt based on the previous result, grammar, and a new example *) +let rec generate_prompt ~grammar ~prev_result ~new_example = + (* Insert code for generating a new prompt here *) + "New prompt generated" + +(* Folder function that applies the generate_prompt function to each element in the list until a valid prompt is found *) +let rec merge_workflows ~grammar ~prev_results = + let rec aux acc workflows = + match workflows with + | [] -> failwith "No more workflows to try" + | wf :: tl -> + let new_result = generate_prompt ~grammar ~prev_result:acc ~new_example:wf in + if test_prompt new_result then acc + else aux new_result tl + in + aux prev_results (tail prev_results) + +(* Test the merge_workflows function with an example *) +let initial_result = "Initial result" +let grammar = "Grammar" +let workflows = ["Workflow 1"; "Workflow 2"; "Workflow 3"] +let merged_result = merge_workflows ~grammar ~prev_results:[initial_result] in +Printf.printf "Merged result: %s\n" merged_result +``` +In this code, the `fold_left` function is used to apply a given operation (in this case, `op`) to each element in a list. The `test_prompt` function is used to test if a prompt is valid or not. The `generate_prompt` function generates a new prompt based on the previous result, grammar, and a new example. The `merge_workflows` function applies the `generate_prompt` function to each element in a list of workflows until a valid prompt is found. + +The code includes an example test of the `merge_workflows` function with some sample inputs. You can replace the `generate_prompt` and `test_prompt` functions with your own implementation that suits your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_246.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_246.txt new file mode 100644 index 0000000..3b1b15d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_246.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of prompts and functional workflows for a large language model: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Prompt.t +type error = Error.t + +let rec merge_prompts grammar previous\_result new\_example max\_errors = + let (new\_prompt, new\_error) = Prompt.create new\_example in + match new\_error with + | None -> + let merged\_prompt = Grammar.apply grammar new\_prompt previous\_result in + (merged\_prompt, None) + | Some e -> + if max\_errors > 0 then + merge\_prompts grammar previous\_result new\_example (max\_errors - 1) + else ( + Printf.printf "Error: Max errors reached, unable to create prompt from example: %s\n" + (New\_example.to\_string new\_example); + (previous\_result, Some e) + ) + +and grammar\_fold op acc = function + | [] -> acc + | h :: t -> + let (grammar, prev\_results, new\_examples) = h in + let rec merge\_and\_test i = + if i > 0 then + let (merged\_prompt, new\_error) = merge\_prompts grammar prev\_results new\_examples i in + ( + match new\_error with + | None -> + let acc' = op acc merged\_prompt in + merge\_and\_test (i - 1) + | Some e -> + Printf.printf "Error: Unable to create prompt from example %d, skipping\n" i; + merge\_and\_test (i - 1) + ) + else acc + in + merge\_and\_test (List.length new\_examples) + +let rec folder take\_inputs max\_errors = + let inputs = take\_inputs () in + let (grammar, prev\_results, new\_examples) = inputs in + let output = grammar\_fold merge\_prompts prev\_results inputs in + if Test.validate output then + folder take\_inputs max\_errors + else if max\_errors > 0 then + folder take\_inputs (max\_errors - 1) + else + raise (Failure "Unable to create valid prompt after multiple attempts") +``` +This code defines three types: `input`, `output`, and `error`. The `input` type represents the input to the fold operation, which consists of a grammar, previous results, and new examples. The `output` type represents the output of the fold operation, which is a single merged prompt. The `error` type represents an error that can occur during the merge process. + +The code defines two functions: `merge_prompts` and `grammar_fold`. The `merge_prompts` function takes as input a grammar, previous results, new example, and maximum number of errors allowed. It creates a new prompt from the new example, and if there is no error, it applies the grammar to the new prompt and returns the merged prompt and `None`. If there is an error, it checks if the maximum number of errors has been reached, and if not, it recursively calls itself with the same input and one less allowed error. If the maximum number of errors has been reached, it raises a failure exception. + +The `grammar_fold` function takes as input an accumulator, which is initialized to the previous results, and the list of inputs. It applies the `merge_prompts` function to each input in turn and returns the final merged prompt. If there is an error while creating a prompt from an example, it prints an error message and continues with the next example. + +The `folder` function takes as input a function for taking inputs, which returns a tuple of grammar, previous results, and new examples, and the maximum number of errors allowed. It calls this function to get the initial inputs, and then recursively calls itself with the same input and one less allowed error until a valid merged prompt is created or the maximum number of errors is reached. If the maximum number of errors is reached, it raises a failure exception. + +Note that this code is just an example and may need to be adapted to fit the specific requirements of your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_247.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_247.txt new file mode 100644 index 0000000..951cbe9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_247.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +(* Types *) +type example = string +type result = string +type 'a stream = 'a list ref +type merge_fn = example -> result -> result +type error_handler = int -> result -> result + +(* Helper functions *) +let rec stream_append s1 s2 = + match !s1 with + | [] -> s2 := !s2 @ !s1; s1 + | h::t -> s1 := t; stream_append (ref [h]) s2 + +let rec stream_take n s = + if n <= 0 then [] + else + match !s with + | [] -> [] + | h::t -> h :: stream_take (n - 1) (ref t) + +(* Folders *) +let folder grammar prev_results new_example max_errors = + let rec aux examples errors acc = + if examples = [] || errors >= max_errors then prev_results + else + let example = List.hd examples in + let stream = ref [example] in + let result = + try + merge grammar (List.hd prev_results) (stream_take 1 stream) + with e -> + aux (List.tl examples) (errors + 1) prev_results + in + if result <> "" then + let new_prev_results = stream_append prev_results (ref [result]) in + aux (List.tl examples) 0 new_prev_results + else aux (List.tl examples) (errors + 1) prev_results + in + aux (new_example :: prev_results) 0 prev_results + +let merge grammar a b _ = + let result = LanguageModel.generate_description grammar [a; b] in + if result <> "" then result else a + +let error_handler _ _ = "" +``` +The `type` definitions define the types used for the folder, including streams of data (represented as lists), merge functions that take an example and a previous result and produce a new result, and error handlers that specify what to do when an error occurs. + +The `stream_append` function appends two streams together by concatenating their contents, while the `stream_take` function takes the first `n` elements from a stream. The `merge` function is responsible for merging the results of applying the language model to a given set of inputs. In this case, it simply applies the language model to the concatenation of two examples and returns the result if it is not empty. + +The `folder` function takes a grammar, previous results (initially empty), a new example, and a maximum number of errors to allow before giving up on an input. It uses a recursive auxiliary function to apply the merge function to each example in turn, keeping track of the current set of examples and any errors that occur along the way. If all examples have been processed or if too many errors have occurred, it returns the previous results. + +The `error_handler` function is not used in this case but could be defined to specify what to do when an error occurs during merging (for example, retrying with a different set of inputs). + +To use this code, you would need to define the `LanguageModel.generate_description` function, which takes a grammar and a list of examples as input and produces a description in the form of a string. This could be implemented using any language model library or API that supports generating text based on a given prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_248.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_248.txt new file mode 100644 index 0000000..21d4e40 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_248.txt @@ -0,0 +1,65 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type 'a workflow = { grammar : 'a; previous_results : 'a list; new_example : 'a } + +let rec merge_workflows op acc wf = + let { grammar = g; previous_results = prs; new_example = ne } = wf in + fold_left (fun acc' h -> op acc' h) (op acc g) (List.rev_append prs [ne]) + +(* Example usage: *) +let op x y = x ^ " " ^ y in (* example binary operation *) +let acc = "Initial" in +let wf1 = { grammar = "A"; previous_results = ["B1"; "B2"]; new_example = "C1" } in +let wf2 = { grammar = "D"; previous_results = ["E1"; "E2"]; new_example = "F1" } in +let merged_output = merge_workflows op acc [wf1; wf2] in +Printf.printf "Merged output: %s\n" merged_output. (* "Initial A B1 C1 D E1 F1" *) +``` +This code defines a `workflow` type that contains the grammar, previous results, and new example for each prompt workflow. The `merge_workflows` function takes a binary operation (op), an accumulator (acc), and a list of workflows to merge together using the specified operation. + +The function uses the `fold_left` function to iterate through each workflow, starting with the accumulator value and applying the binary operation to it along with the grammar value for that workflow. The resulting accumulator is then used as the input for the next iteration along with the previous results and new example from the current workflow. + +In the example usage section, a simple string concatenation operation (op) is defined and an initial accumulator value of "Initial" is set. Two example workflows (wf1 and wf2) are created and then passed as arguments to the `merge_workflows` function along with the op and acc values. The resulting merged output will be a new workflow containing the concatenated string from all three input workflows: "Initial A B1 C1 D E1 F1". + +Note that this is just one possible implementation of the task, and there may be other ways to merge large language model prompt workflows depending on the specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_249.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_249.txt new file mode 100644 index 0000000..e5605ef --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_249.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t + +exception Error of string + +let rec merge_prompts inputs max_errors = + let (grammar, prev_results, new_example) = List.hd inputs in + let folded_examples = + List.map + (fun input -> + let (_, prev_result, new_example) = input in + fold_left merge_examples new_example [prev_result]) + inputs + in + let merged_example = List.hd folded_examples in + let test_results = Test.test grammar merged_example in + if test_results then + merged_example + else if max_errors > 0 then ( + let new_inputs = + List.map + (fun input -> + let (_, prev_result, _) = input in + (grammar, prev_result, Test.generate_error grammar prev_result)) + inputs + in + merge_prompts new_inputs (max_errors - 1) + ) else raise (Error "Max errors reached") + +and merge_examples ex1 ex2 = + { ex1 with code = String.concat "\n" [ex1.code; ex2.code] } +``` +The `merge_prompts` function takes a list of inputs, each containing a grammar, previous results, and a new example. It recursively applies the `merge_examples` function to merge the new examples with their corresponding previous results, until a merged example passes the test or the maximum number of errors is reached. + +The `merge_examples` function simply concatenates the code strings of two examples. + +Note that this is just an example implementation and can be further customized to suit specific needs. The types `Grammar.t`, `Previous_results.t`, and `New_example.t` are assumed to be defined elsewhere in the codebase. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_25.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_25.txt new file mode 100644 index 0000000..0a7aa9e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_25.txt @@ -0,0 +1,133 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code-based hacking game: +```ocaml +type 'a stream = { mutable hd : 'a; mutable tl : 'a stream } + +let rec merge_streams grammar acc s1 s2 = + if s1 == null || s2 == null then + acc + else + let h = + if s1.hd < s2.hd then + s1.hd + else + s2.hd + in + let new_acc = + match grammar h with + | Some v -> op acc v + | None -> acc + in + { hd = h; tl = merge_streams grammar new_acc s1.tl s2.tl } + +and eval_grammar grammar x = + try + Some (Grammar.eval grammar x) + with + | exn -> + Format.eprintf "Error evaluating %a: @." pp x; + raise exn + +and op acc h = + let new_acc = + match eval_grammar grammar h with + | Some v -> v + | None -> acc + in + let _ = Format.printf "Applying operator to %a and %a: %a@." pp h pp acc pp new_acc in + new_acc + +and pp x = match x with + | :? string as s -> Printf.sprintf "%s" s + | _ -> QPrintable.to_string (Pp.pp Pp.default_style) x + +let rec fold_left op acc stream = + let h = stream.hd in + match op acc h with + | new_acc when new_acc == acc -> fold_left op acc stream.tl + | _ -> new_acc + +let rec merge_matrix grammar max_errors input_streams = + let num_input_streams = List.length input_streams in + if num_input_streams < 2 then + failwith "Need at least two input streams to merge." + else if num_input_streams > 2 then + let rec split_streams acc lst = + match lst with + | [h] -> List.rev (h :: acc) + | h1 :: h2 :: t -> split_streams (h2 :: acc) (h1 :: t) + | _ -> failwith "Invalid input stream configuration." + in + let half = num_input_streams / 2 in + let left = split_streams [] input_streams in + let right = merge_matrix grammar max_errors (List.tl left) in + merge_matrix grammar max_errors (left @ [right]) + else + let s1 = input_streams.(0) in + let s2 = input_streams.(1) in + let acc = ref None in + try + for i = 1 to max_errors do + acc := Some (merge_streams grammar !acc s1 s2); + s1.hd <- s1.tl.hd; + s2.hd <- s2.tl.hd + done; + Format.eprintf "Merge failed after %d errors@." max_errors; + failwith "Merge failed" + with + | Grammar.Error (_, msg) -> + Format.eprintf "Grammar error: %s@." msg; + failwith "Merge failed" + | e -> + Format.eprintf "Unexpected error during merge: @."; + Printexc.print_backtrace stderr; + raise e + in + !acc +``` +The code defines a `merge_streams` function that takes two streams and merges them by comparing their first elements based on the given grammar. The function returns a new stream that contains the merged result. The `fold_left` function is defined recursively to apply the operator to each element in the stream and accumulate the results. + +The `merge_matrix` function takes a list of streams and merges them together using the `merge_streams` function. If there are more than two streams, the function recursively splits the input streams into two halves and merges them until only one stream remains. The function returns the merged result as an option type (`Some v` for success or `None` for failure). + +The function handles grammar errors by printing an error message and failing with a `Grammar.Error` exception. It also catches any unexpected exceptions and prints their backtraces before re-raising them. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_250.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_250.txt new file mode 100644 index 0000000..2267308 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_250.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code that implements the described behavior: + +```ocaml +open Core +open Async + +(* Define a type for the input components *) +type prompt_workflow = { + grammar : string; + previous_results : string option; + new_example : string; +} + +(* Define the function for merging two prompt workflows *) +let merge_prompt_workflows acc workflow = + let open Option.Monad_informative in + let grammar = workflow.grammar in + let previous_results = + Option.value ~message:"previous_results is missing" workflow.previous_results + in + let new_example = workflow.new_example in + { + grammar; + previous_results = Some (acc.previous_results ^ "\n" ^ previous_results); + new_example; + } + +(* Define a function to test the output and update the workflow accordingly *) +let rec process_workflow workflow max_errors = + let open Prompt.Let_syntax in + let*! output = Prompt.run ~grammar:workflow.grammar in + (* Here, you can implement your custom evaluation logic for checking if the generated text is good *) + let is_good = check_output output in + if is_good then + return workflow + else if max_errors > 0 then ( + (* Reduce the error counter and repeat the loop *) + let max_errors = max_errors - 1 in + process_workflow { workflow with new_example = output } max_errors + ) else + (* No more errors allowed, return None to indicate failure *) + None + +(* The main function for processing the prompt workflows *) +let rec fold_left_prompt_workflows op acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let* workflow = process_workflow h 3 in + let acc = Option.value ~default:acc workflow in + fold_left_prompt_workflows op acc t +``` + +In this code, we define a type `prompt_workflow` for the input components and implement the `merge_prompt_workflows`, `process_workflow`, and `fold_left_prompt_workflows` functions to orchestrate the processing of large language model prompt workflows. + +The code provided can be extended further to generate creative and imaginative descriptions of code in a high tech code-based hacking game, as described in your initial request. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_251.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_251.txt new file mode 100644 index 0000000..de9e650 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_251.txt @@ -0,0 +1,117 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define data types to represent the different inputs and outputs: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type fold_input = + | Grammar of grammar + | PreviousResults of result + | NewExample of example + | Error of error + +type fold_output = + | ValidOutput of result + | InvalidOutput of error +``` + +Now, let's define the operation that we will apply using `fold_left`. This operation will take a folder state and a fold input, producing a new folder state: + +```ocaml +type folder_state = { + mutable grammar : grammar option; + mutable previous_results : result list; + mutable current_example : example option; + mutable error : error option; +} + +let folder_operation (folder_state : folder_state) (input : fold_input) : folder_state = + match input with + | Grammar grammar -> + folder_state.grammar <- Some grammar + | PreviousResults results -> + folder_state.previous_results <- results + | NewExample example -> + folder_state.current_example <- Some example + | Error error_msg -> + folder_state.error <- Some error_msg + +``` + +Now, let's define a function that generates prompts and functional workflows based on the current folder state: + +```ocaml +let generate_prompt (folder_state : folder_state) : string = + match folder_state.grammar, folder_state.previous_results, folder_state.current_example with + | Some grammar, _, Some example -> + "Given grammar: " ^ grammar ^ ", previous results: " + ^ String.concat "; " folder_state.previous_results + ^ ", and new example: " ^ example + ^ ", generate a new output." + | _ -> + "Unable to generate prompt with the current folder state." +``` + +Finally, let's define the main function that takes a list of fold inputs and generates prompts and functional workflows using `fold_left`: + +```ocaml +let rec generate_prompts (folder_inputs : fold_input list) : string = + let folder_state = { + grammar = None; + previous_results = []; + current_example = None; + error = None; + } in + let result = + fold_left folder_operation folder_state folder_inputs + |> generate_prompt + in + result +``` + +This code can be used to generate prompts and functional workflows for a large language model, taking into account the current grammar, previous results, and new examples. The generated prompts can then be used to create creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_252.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_252.txt new file mode 100644 index 0000000..3b90599 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_252.txt @@ -0,0 +1,119 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code sample. The `fold_left` function is used to iteratively apply an operation (`op`) to all elements of a list, accumulating the results along the way. + +To suit our needs, let's modify and expand this code snippet into a module called `PromptGenerator`. This module will take care of handling different components needed for generating creative descriptions and manage the merging of workflows based on language model prompt generation. + +First, we define some basic data types to represent our input and output components: + +```ocaml +type example = string +type grammar = string +type result = string +type error = string + +type 'a workflow_step = { + grammar : grammar option; + examples : example list; + result : result; + error : error; +} + +type 'a workflow = 'a workflow_step list +``` + +Then, let's update the `fold_left` function to handle our specific use case: + +```ocaml +let rec fold_workflow op acc workflow = + match workflow with + | [] -> acc + | h :: t -> + (match h.result, h.error with + | None, _ -> fold_workflow op (op acc { grammar = h.grammar; examples = h.examples; result = None; error = "" }) t + | _, Some e -> + (* Handle errors by repeating up to 3 times *) + let rec repeat_with_error acc i = + if i > 3 then acc + else match op acc { grammar = h.grammar; examples = h.examples; result = None; error = "" } with + | { result = Some r; error = ""; _ }, _ -> repeat_with_error (acc @ [r]) 0 + | _, Some e' -> repeat_with_error acc (i + 1) + | { result = None; error = ""; _ }, _ -> failwith "Unexpected case: No result or error." + in + repeat_with_error acc 1) +``` + +Now, we can define the `PromptGenerator` module to manage different elements of prompt generation and workflow merging. The main function, `generate_prompt`, takes a list of initial examples, a grammar rule, and a number of iterations as arguments and returns a consolidated description: + +```ocaml +module PromptGenerator : sig + val generate_prompt : example list -> grammar -> int -> result +end = struct + (* Add your specific code for generating prompts based on examples and grammars *) + + let rec merge_descriptions acc descriptions i = + if i > 0 then + match List.splitAt (List.length acc / 2) descriptions with + | descs1, _ when List.for_all (fun d -> String.length d > 0) descs1 && List.for_all (fun d -> String.length d > 0) (List.concat (List.rev (List.splitAt (i - 1) (List.rev descriptions))))) -> + merge_descriptions (acc @ (List.map String.concat " " descs1)) (List.rev (List.concat (List.rev (List.rev descriptions)))) (i - 1) + | _ -> List.hd acc + else List.hd acc + + let generate_prompt initial_examples grammar iterations = + (* Initialize the workflow with a single step *) + let workflow = [{ grammar = Some grammar; examples = initial_examples; result = None; error = "" }] in + + (* Apply the fold function to generate the final description *) + let rec iterate_and_merge i acc workflow = + if i <= 0 then acc + else + match fold_workflow (fun a s -> { grammar = None; examples = List.map (String.concat " ") (List.rev s) @ initial_examples; result = Some (a ^ " "; error = "" }) a workflow with + | { result = Some r; error = ""; _ }, _ -> iterate_and_merge (i - 1) (acc @ [r]) workflow + | _, e -> failwith e) [] workflow + in + + merge_descriptions [] (iterate_and_merge iterations "" workflow) iterations +end +``` + +This is a starting point for building the desired prompt generator. You can customize and add specific functions to generate prompts based on examples and grammars. The module provides `generate_prompt`, which returns a consolidated description after merging multiple generated descriptions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_253.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_253.txt new file mode 100644 index 0000000..9a196e5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_253.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = Grammar of string | Previous of string | New of string + +let rec fold_left op acc = function + | [] -> acc + | h::t -> + match h with + | Grammar a -> fold_left op (op acc a) t + | Previous d -> fold_left op (op acc d) t + | New c -> + let new_d = generate_description c in (* Generate new description from new example *) + if is_good new_d then + fold_left op new_d t + else if num_attempts < 3 then ( + num_attempts := num_attempts + 1; + fold_left op acc t + ) else raise Error + +and generate_description new_example = (* Define your own function for generating descriptions from examples *) + ... + +and is_good description = (* Define your own function for testing the quality of a generated description *) + ... + +let rec run_folder grammar prev_result new_example = + let result = fold_left (fun acc _ -> acc) prev_result [grammar; prev_result; new_example] in + printf "Generated description: %s\n" result + +(* Initialize variables *) +let num_attempts = ref 0 in + +(* Define inputs *) +let grammar = Grammar "A" in +let prev_result = Previous "D" in +let new_example = New "C" in + +(* Run the folder *) +run_folder grammar prev_result new_example +``` +This code uses a `fold_left` function to iterate through a list of inputs, which can include a grammar rule, a previous result, or a new example. The function takes an accumulator argument that is updated with the result of applying the `op` operation to each input in turn. The final result is then used as the starting point for generating a new description from the next set of inputs. + +The code also includes two placeholder functions, `generate_description` and `is_good`, which you can customize to implement your own logic for generating descriptions and testing their quality. Additionally, the code includes a `run_folder` function that initializes the variables used by the folder, defines the inputs, and runs the folder with those inputs. + +Note that this is just one possible implementation of a meta magical folder for merging streams of tensors in a high-tech hacking game using OCaml and large language models. Depending on your specific requirements, you may need to modify or extend this code further. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_254.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_254.txt new file mode 100644 index 0000000..291bd50 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_254.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on your description: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge inputs acc = + let open Input in + match inputs with + | [] -> acc + | { grammar; prev_results; new_example } :: t -> + let merged = + String.concat "\n" [grammar; prev_results; new_example] + in + merge t (LanguageModel.generate_description merged) + +and generate_description description = + (* Implement the logic of generating creative and imaginative descriptions based on the input code *) + ... + +let rec test_output output max_retries retries = + if retries = max_retries then None + else + match LanguageModel.test_description output with + | true -> Some output + | false -> test_output output max_retries (retries + 1) + +let rec create_new_output prev_output error max_retries retries = + if retries = max_retries then None + else + let new_output = LanguageModel.create_new_description prev_output error in + match test_output new_output max_retries 0 with + | Some _ -> Some new_output + | None -> create_new_output prev_output error max_retries (retries + 1) + +let rec game_loop inputs = + let open Input in + match inputs with + | [] -> () + | { grammar; prev_results; new_example } :: t -> + let output = merge [inputs] "" in + match create_new_output prev_results output "Error: Failed to generate new description" 3 0 with + | Some d -> + (* Save the new results *) + let prev_results' = d in + game_loop { grammar; prev_results = prev_results'; new_example } + | None -> game_loop inputs +``` +In this code, we define a type `input` that represents an input to the language model. The `merge` function takes a list of inputs and generates a description based on their grammar, previous results, and new example. The `generate_description` function implements the logic of generating creative and imaginative descriptions based on the input code. + +The `test_output` function tests whether an output is good or not by using the `LanguageModel.test_description` function. If it's good, we repeat the loop with the new output. Otherwise, we feed the error back to create a new output up to 3 times. The `create_new_output` function creates a new output based on the previous output and an error message. + +The `game_loop` function takes a list of inputs and generates descriptions for each of them, testing and creating new outputs until all inputs are processed or there are no more errors. + +Note that this is just an example implementation, and you will need to fill in the details of the `LanguageModel` module, as well as any other functions that you need to generate creative and imaginative descriptions based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_255.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_255.txt new file mode 100644 index 0000000..48ad638 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_255.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. The `fold_left` function is used to iterate over a list and accumulate a result by applying a given operation from left to right. + +First, let's define some data types that suit our needs: + +```ocaml +type example = { grammar : string; input : string; output : string } +type fold_state = { + mutable previous_results : example list; + initial_example : example; + new_example : example; + num_attempts_left : int; +} +``` + +Now, let's define a function `merge_examples` that takes two examples and combines them based on their grammar: + +```ocaml +let merge_examples e1 e2 = + if e1.grammar = e2.grammar then + {grammar = e1.grammar; input = e1.input ^ "\n" ^ e2.input; output = e2.output} + else + raise (Invalid_argument "Examples have different grammars") +``` + +We can now create a function that accepts a function `op` and folds two examples together while updating the fold state: + +```ocaml +let rec merge_examples_fold op acc state = + let new_acc = op acc state.new_example in + if state.num_attempts_left > 0 then ( + state.previous_results <- merge_examples state.initial_example state.new_example :: state.previous_results; + state.num_attempts_left <- state.num_attempts_left - 1; + merge_examples_fold op new_acc state + ) else + {acc with previous_results = state.new_example :: acc.previous_results} +``` + +Finally, we can create a function that accepts an initial example and a list of new examples, then merges them together using the given `merge_examples_fold` function: + +```ocaml +let merge_large_language_model_prompts initial_example new_examples = + let merge_op state ex = {state with new_example = merge_examples state.new_example ex} in + let merged_state = merge_examples_fold merge_op {previous_results = [initial_example]; initial_example; new_example = initial_example; num_attempts_left = 3} new_examples in + merged_state.previous_results +``` + +The `merge_large_language_model_prompts` function takes an initial example and a list of new examples, then merges them together while attempting to create a valid output up to three times if the first attempt fails. The final result is a list of merged examples that can be used for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_256.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_256.txt new file mode 100644 index 0000000..7110c7d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_256.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code example by adding more functionality to it. Here is an OCaml code that implements the described behavior: + +```ocaml +(* Helper function to test output *) +let rec test_output d = + (* Implement your testing logic here *) + print_string ("Testing output: " ^ d); + true (* Return true if successful, false otherwise *) + +(* Function to process new input and update state *) +let rec update_state grammar prev_results new_example = + (* Implement your processing logic here using the provided inputs *) + let d = "New output from processing new input" in + (d, test_output d) + +(* Recursive function to generate and test prompts up to 3 times *) +let rec generate_prompt grammar prev_results examples count = + if count > 3 then prev_results + else + let (new_example, new_result) = update_state grammar prev_results examples in + if new_result then generate_prompt grammar new_example [new_example] (count + 1) + else generate_prompt grammar prev_results [examples] (count + 1) + +(* Initial configuration *) +let initial_grammar = "A" in +let initial_results = "D" in +let initial_example = "B" in + +(* Fold prompts and results together to generate a new prompt *) +let rec merge_prompt_workflows acc grammar prev_results examples = + let (new_example, new_result) = update_state grammar prev_results examples in + if new_result then merge_prompt_workflows (new_example :: acc) grammar new_example acc + else acc + +(* Initialize accumulator *) +let accumulator = [] in + +(* Generate the final prompt using all examples and results gathered so far *) +let final_prompt = + generate_prompt initial_grammar initial_results (initial_example :: []) 1 + |> merge_prompt_workflows accumulator initial_grammar initial_results + +(* Print the final prompt *) +List.iter (fun x -> print_string ("Final prompt: " ^ x); print_newline ()) final_prompt +``` + +The `merge_prompt_workflows` function folds the streams of the matrix together by recursively processing new inputs and updating the state based on user-defined logic. The number of iterations can be customized to fit specific use cases, as shown in the example above. This code provides a starting point for generating creative and imaginative descriptions of code using large language models in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_257.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_257.txt new file mode 100644 index 0000000..527f099 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_257.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. We will define additional functions to handle the different inputs and generate the desired outputs. Here's the complete OCaml code: + +```ocaml +(* Utility functions *) +let identity x = x + +let vectorize_emoji_string emoji_string = + (* Convert an emoji string into a tensor *) + ... + +let string_of_tensor tensor = + (* Convert a tensor into a string *) + ... + +let rec merge_prompts grammar previous_results new_example max_errors = + let open Option.Monad_inlet in + + (* Fold the language model prompt workflows *) + let folded_workflows = + List.fold_left + (fun acc workflow -> + bind ~f:(fun result -> + if is_valid grammar result then + return @@ succ (result :: acc) + else if max_errors > 0 then + merge_prompts grammar (succ previous_results) new_example (pred max_errors) + else + failwith "Maximum number of errors reached" + ) workflow + ) + (return @@ succ [previous_results]) + (handle_grammar grammar new_example) + in + + (* Combine the previous results and the new example *) + let combined = fold_left (fun acc x -> succ (x :: acc)) [] (previous_results @ [new_example] @ List.bind ~f:(fun x -> [x]) folded_workflows) in + + (* Vectorize the combined results and return them as a string *) + vectorize_tensors combined |> string_of_tensor + +(* The main function to start the process *) +let rec meta_magical_folder grammar initial_example max_errors = + let open Option.Monad_inlet in + + (* Process the current example and generate a new one *) + let new_example = process_example grammar initial_example in + let updated_example = succ (merge_prompts grammar initial_example new_example max_errors) in + + (* If successful, repeat the loop with the new example. Otherwise, raise an error. *) + if is_valid grammar updated_example then + meta_magical_folder grammar updated_example max_errors + else + failwith "Error: Invalid result after merging prompts" + +(* Start the recursion with the initial example and maximum errors allowed *) +meta_magical_folder grammar initial_example max_errors +``` + +This code adds several utility functions, including `identity`, `vectorize_emoji_string`, `string_of_tensor`, and helper functions for merging prompts (`merge_prompts`) and the main game logic in the `meta_magical_folder` function. The system can be customized by defining the necessary functions for handling grammars, processing examples, and validating results based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_258.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_258.txt new file mode 100644 index 0000000..36bd87b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_258.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code sample. This function applies a binary operator `op` to an accumulator value `acc` and each element of a list, from left to right, recursively. + +First, let's define the data structures needed for our use case: + +1. A discriminated union for different types of inputs (grammar, previous results, new example). +2. A record type for storing configuration and state information. + +Now, we can implement a more sophisticated `fold_left` function that handles multiple input types, keeps track of iteration count, and integrates error handling: + +```ocaml +type input_type = + | Grammar of string + | Previous_Results of string + | New_Example of string + +type config = { + max_iterations : int; + test_function : string -> bool; +} + +type state = { + iteration : int; + input : input_type; + result : string; + error : string option; +} + +let rec fold_left op acc config state = + let open Config in + match config.input with + | Grammar a -> + (* Apply grammar to accumulator and update state *) + let (acc', state') = op acc a in + {state' with iteration = state'.iteration + 1; input = New_Example ""} + | Previous_Results d -> + (* Use previous results, possibly updating the result or error based on test_function *) + let new_result = + if config.test_function state.result then + (* If the current result is good, continue with it *) + state.result + else if state.iteration < config.max_iterations then + (* Otherwise, try to generate a new result up to max_iterations times *) + let (acc', state') = op acc d in + let new_result = + if config.test_function (fst acc') then + fst acc' + else + (* If still unsuccessful, provide an error message *) + "Error: Unable to generate a valid result after " ^ string_of_int config.max_iterations ^ " iterations." + in + new_result + else + state.result + in + {state with iteration = state.iteration + 1; input = New_Example ""; result = new_result} + | New_Example c -> + (* Process new example, possibly updating the result or error based on test_function *) + let (acc', state') = op acc c in + {state' with iteration = state'.iteration + 1; input = Previous_Results state'.result; result = fst acc'} +``` + +Now, you can use this enhanced `fold_left` function to create prompts and functional workflows for a large language model by defining the appropriate binary operator (`op`) and configuration (`config`). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_259.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_259.txt new file mode 100644 index 0000000..730d233 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_259.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code snippet. This function applies a given operation recursively to each element of a list, accumulating the results. + +Here's an example of how you could modify and expand the `fold_left` function to suit your needs: + +```ocaml +type prompt_workflow = { + grammar : string; + previous_results : string option; + new_example : string; +} + +type merge_result = { + output : string; + is_good : bool; +} + +let merge_prompt_workflows ~max_attempts:max_attempts (workflows : prompt_workflow list) : merge_result = + let rec fold_left_with_error op acc = function + | [] -> acc + | h :: t -> + let merged_so_far = op acc h in + if not merged_so_far.is_good then + (match max_attempts with + | 0 -> { output = ""; is_good = false } + | _ -> + let new_workflow = { grammar = ""; previous_results = Some merged_so_far.output; new_example = "" } in + fold_left_with_error op new_workflow t) + else acc in + let result = fold_left_with_error (fun acc workflow -> merge_function workflow.grammar acc workflow.previous_results workflow.new_example) { output = ""; is_good = false } workflows in + result + +and merge_function grammar acc previous_result new_example : prompt_workflow -> merge_result = + (* Implement your merge function here, taking the grammar, accumulator (acc), previous result, and new example as input *) + { output = ""; is_good = false } +``` + +This code defines a `prompt_workflow` record that holds the required inputs for each workflow: the grammar, the previous results, and the new example. It also introduces a `merge_result` record to track both the merged output string and whether it's considered good or not. + +The provided `merge_prompt_workflows` function takes a list of `prompt_workflow` records and recursively applies the custom merge function using `fold_left_with_error`. The merge function takes the grammar, accumulator (acc), previous result, and new example as input. Implement your custom merge logic in this function. + +The provided code is just a starting point for building a more comprehensive and imaginative game environment. Feel free to expand upon it and adjust it according to your specific project requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_26.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_26.txt new file mode 100644 index 0000000..ada56e2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_26.txt @@ -0,0 +1,121 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The function should take as input: + +* A list of prompts or workflows (`prompt_list`) +* An initial accumulator value (`acc`) that will be used to store the results generated by each prompt in the list +* An optional customization function (`customize_function`) to modify the behavior of the folding operation + +The updated `fold_left` function can be defined as follows: + +```ocaml +let rec fold_left op acc prompt_list = + match prompt_list with + | [] -> acc + | h::t -> + let customized_h = customize_function h in + let new_acc = op acc customized_h in + fold_left op new_acc t +``` + +The `customize_function` can be defined based on the specific needs of the game, such as adding a grammar or an emoji encoding to each prompt. Here's an example implementation: + +```ocaml +let customize_function (grammar, prev_results, new_example) = + let encoded_new_example = encode_emoji new_example in + let tensorized_new_example = vectorize_tensor encoded_new_example in + (grammar, prev_results @ [tensorized_new_example]) +``` + +The `encode_emoji` and `vectorize_tensor` functions can be implemented as follows: + +```ocaml +let encode_emoji str = + let emoji_codepoints = String.to_seq str |> List.of_seq in + let encoded_list = List.map (fun codepoint -> Char.unsafe_chr (codepoint mod 256)) emoji_codepoints in + String.concat "" encoded_list + +let vectorize_tensor tensor = + let tensor_shape = Array.to_list tensor.Tensor.shape in + let tensor_data = Tensor.to_array tensor |> Array.to_list in + (tensor_shape, tensor_data) +``` + +The `fold_left` function can be called as follows: + +```ocaml +let initial_acc = ("initial grammar", [], "initial example") in +let final_results = fold_left customize_function initial_acc prompt_list in +``` + +The `final_results` will contain a list of tensorized examples generated by the prompts in the `prompt_list`. The language model can then use these results to generate creative and imaginative descriptions of code in the high-tech code-based hacking game. + +To test the new D output, we can implement a `test_function` that takes the previous results and the new result as input, and returns either `true` if the new result is good, or `false` otherwise. We can then modify the `fold_left` function to include this testing step: + +```ocaml +let rec fold_left op acc prompt_list = + match prompt_list with + | [] -> acc + | h::t -> + let customized_h = customize_function h in + let new_acc = op acc customized_h in + if test_function prev_results new_acc then + fold_left op new_acc t + else + (* If the new result is not good, try up to 3 times to create a new D output *) + let rec loop i acc = + if i >= 3 then + raise (Failure "Could not create a valid D output") + else + let customized_h = customize_function h in + let new_acc = op acc customized_h in + if test_function prev_results new_acc then + new_acc + else + loop (i + 1) new_acc + in + let new_acc' = loop 0 new_acc in + fold_left op new_acc' t +``` + +With this modification, the `fold_left` function will keep trying to create a valid D output until it succeeds or reaches the maximum number of attempts (3). If all attempts fail, the function raises an exception. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_260.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_260.txt new file mode 100644 index 0000000..eae0165 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_260.txt @@ -0,0 +1,67 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Result.t * Previous_results.t + +let merge_streams (grammar, prev_res, new_ex) = + let rec merge acc = function + | [] -> + let result = Language_model.generate ~grammar ~prev:prev_res ~new:new_ex in + if Result.is_success result then + (result, {prev_res with examples = prev_res.examples @ [new_ex]}) + else if List.length acc < 3 then + let (result, new_prev) = List.hd acc in + merge (result :: acc) (List.tl acc) + else failwith "Error: Failed to generate a valid description after 3 attempts." + | hd::tl -> merge (merge acc tl) [hd] + in + let initial_attempt = Language_model.generate ~grammar ~prev:prev_res ~new:new_ex in + merge [initial_attempt] [] +``` +This code defines a new type `input` for the input parameters of the folder, and a new type `output` for the result and updated previous results. The function `merge_streams` takes an input parameter and recursively applies the language model's generation function with different inputs until it gets a successful output or reaches the maximum number of attempts (3). + +The implementation uses a helper function `merge` that recursively applies the generation function to a list of previous attempts, using the last successful attempt as the accumulator. If all attempts fail, the function raises an exception. + +Note that this code is just an example and would need to be adapted to your specific use case and implementation details. The code for `Language_model`, `Grammar`, `Previous_results`, and `New_example` modules are not provided in the prompt, so you would need to define them yourself or replace them with appropriate types and functions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_261.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_261.txt new file mode 100644 index 0000000..b59a9f3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_261.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and operations. Here's an OCaml code that implements the described functionality: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string +type error = string + +let rec merge_prompts op acc = function + | [] -> acc + | Grammar a :: t -> + let new_acc = op acc a in + merge_prompts op new_acc t + | PreviousResults d :: t -> + let new_acc = op acc d in + merge_prompts op new_acc t + | NewExample c :: t -> + let new_output = op acc c in + let test_result = test_output new_output in + if test_result then + merge_prompts op new_output t + else if List.length t > 0 then + merge_prompts op acc (List.tl t) + else raise (Failure "No more examples to try.") + +and test_output output = + (* TODO: Implement the function to test the generated output *) + true + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec generate_prompts grammar previous_results examples = + let inputs = List.map NewExample examples @ [Grammar grammar; PreviousResults previous_results] in + merge_prompts fold_left "" inputs +``` + +In this code, we define three types: `input`, `output`, and `error`. The `merge_prompts` function takes an operator, accumulator, and a list of inputs. It recursively applies the operator to the accumulator and each input in the list. If the current input is a `NewExample`, it tests the generated output and continues with the next input if it passes the test or moves on to the next example if it fails (up to three times). + +The `fold_left` function, defined as before, applies the operator from left to right to all elements in the list. The `generate_prompts` function initializes the inputs with the given grammar, previous results, and examples and calls `merge_prompts` with the fold operation. + +You can replace the `test_output` function with your own implementation that tests the generated output according to your game's requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_262.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_262.txt new file mode 100644 index 0000000..ca2aa3b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_262.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type result = Good of string | Error of string + +let rec merge_prompts grammar acc examples max_errors = + let (examples, errors) = List.split_n max_errors examples in + match examples with + | [] -> acc + | h :: t -> + let new_acc = fold_left (fun acc (_, ex) -> generate_prompt grammar acc ex) acc examples in + if is_good_output new_acc then + merge_prompts grammar new_acc t errors + else if errors > 0 then + merge_prompts grammar (generate_prompt grammar acc h) t (errors - 1) + else + failwith "Maximum number of errors reached" + +and generate_prompt grammar acc ex = + (* Generate a new prompt using the input grammar, previous results, and new example *) + ... + +and is_good_output output = + (* Test the generated output and return true if it is good, false otherwise *) + ... +``` +The `merge_prompts` function takes as input a grammar, an accumulator (initial output) `acc`, a list of examples (including previous results), and the maximum number of errors allowed before giving up. It applies a fold operation to the list of examples using the `generate_prompt` function, which generates a new prompt using the input grammar, previous results, and new example. If the generated output is good, `merge_prompts` recursively calls itself with the new accumulator and tail of the examples list, up to the maximum number of errors allowed. + +The `generate_prompt` function generates a new prompt based on the input grammar, previous results, and new example. This function can be customized to suit the specific needs of the application. + +The `is_good_output` function tests whether the generated output is good or not. This function can also be customized depending on the criteria for a "good" output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_263.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_263.txt new file mode 100644 index 0000000..cedfb5d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_263.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function: +```ocaml +type example = string +type result = string +type grammar = string + +let rec merge_examples grammar acc examples = + match examples with + | [] -> acc + | h :: t -> + let new_result = LanguageModel.generate_description grammar h in + if LanguageModel.test_description new_result then + merge_examples grammar (new_result :: acc) t + else if List.length t > 0 then + merge_examples grammar acc (t) + else + merge_examples grammar acc (examples) + +let rec generate_workflow grammar initial_example max_attempts = + let rec aux examples attempts = + if attempts = 0 then + None + else + let new_example = LanguageModel.generate_example grammar in + let all_examples = new_example :: examples in + let result = merge_examples grammar [] all_examples in + if LanguageModel.test_workflow result then + Some (result) + else + aux all_examples (attempts - 1) + in + aux [initial_example] max_attempts +``` +This code defines three types: `example`, `result`, and `grammar`. The `merge_examples` function takes a grammar, a list of accumulated results, and a list of examples as input. It uses the `LanguageModel.generate_description` function to generate a new description based on the current example and grammar. If the generated description is valid according to the `LanguageModel.test_description` function, it is added to the list of accumulated results. The process continues until all examples have been processed. + +The `generate_workflow` function implements the core logic for generating prompts and functional workflows. It takes a grammar, an initial example, and a maximum number of attempts as input. The `aux` function is used to recursively generate new examples and test their validity using the `LanguageModel.generate_example`, `merge_examples`, and `LanguageModel.test_workflow` functions. If a valid workflow is found within the maximum number of attempts, it is returned as a result. + +You can use this code as a starting point for building your high-tech code-based hacking game. The `generate_description`, `generate_example`, and `test_workflow` functions would need to be implemented based on your specific requirements and language model API. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_264.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_264.txt new file mode 100644 index 0000000..31d6c00 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_264.txt @@ -0,0 +1,131 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. Here is an example of how this function could be adapted to suit our needs: + +```ocaml +(* The type of a prompt workflow *) +type 'a workflow = { + grammar : string; + previous_results : 'a list; + new_example : 'a; +} + +(* A function for testing the output of a workflow *) +let test_workflow workflow output = ... + +(* The type of a workflow step *) +type 'a workflow_step = { + name : string; + operation : 'a list -> 'a -> 'a workflow; +} + +(* A function for applying a list of workflow steps to a workflow *) +let rec fold_workflows steps workflow = + match steps with + | [] -> workflow + | step :: rest -> + let new_workflow = step.operation workflow.previous_results workflow.new_example in + if test_workflow new_workflow new_workflow.output then + fold_workflows rest new_workflow + else + let _ = Printf.printf "Error: %s\n" new_workflow.error in + if step.retry < 3 then + fold_workflows (step :: rest) workflow + else + failwith ("Failed to create a valid workflow after 3 attempts: " ^ new_workflow.error) + +(* An example of a workflow step that generates a new prompt using a grammar and an example *) +let generate_prompt : string workflow_step = { + name = "Generate Prompt"; + operation = (fun previous_results new_example -> + let prompt = Grammar.generate grammar new_example in + {grammar; previous_results; new_example = prompt} + ) +} + +(* An example of a workflow step that uses a language model to generate code from a prompt *) +let generate_code : string workflow_step = { + name = "Generate Code"; + operation = (fun previous_results new_example -> + let code = LanguageModel.generate code_grammar new_example in + {grammar; previous_results; new_example = code} + ) +} + +(* An example of a workflow step that tests the generated code for correctness *) +let test_code : string workflow_step = { + name = "Test Code"; + operation = (fun previous_results new_example -> + let result = TestEngine.test new_example in + if result then + {grammar; previous_results; new_example} + else + {grammar; previous_results; new_example; error = "Code failed tests"} + ) +} + +(* A list of workflow steps for generating and testing a prompt and code *) +let workflow_steps : (string * string workflow_step) list = [ + ("Generate Prompt", generate_prompt); + ("Generate Code", generate_code); + ("Test Code", test_code); +] + +(* The initial workflow *) +let initial_workflow = { + grammar = "grammar"; + previous_results = []; + new_example = "initial example"; +} + +(* Fold the list of workflow steps over the initial workflow to generate and test code *) +let final_workflow = fold_workflows workflow_steps initial_workflow +``` + +This code defines a `workflow` type that consists of a grammar, a list of previous results, and a new example. The `fold_workflows` function applies a list of `workflow_step` operations to a `workflow`, testing the output after each step and retrying up to three times if the output is invalid. + +The `generate_prompt`, `generate_code`, and `test_code` functions define example workflow steps that generate a prompt from a grammar, generate code from a prompt using a language model, and test the generated code for correctness, respectively. These functions can be customized or replaced with other operations to suit the needs of the game. + +The `workflow_steps` list defines a sequence of workflow steps that generate and test a prompt and code, and the `initial_workflow` variable contains the initial state of the workflow. The `fold_workflows` function is used to fold the list of workflow steps over the initial workflow, generating and testing code until a valid output is produced. + +Note that this is just one possible implementation of a prompt workflow system for a large language model in a high-tech code-based hacking game. Other approaches may be more suitable depending on the specific requirements and constraints of the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_265.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_265.txt new file mode 100644 index 0000000..4bb37c1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_265.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let rec merge_examples grammar acc exs = + match exs with + | [] -> acc + | h :: t -> + let new_result = generate_description grammar h in + let tested_result = test_example acc new_result in + if is_good tested_result then + merge_examples grammar (update_acc tested_result) t + else if List.length t > 1 then + merge_examples grammar (update_acc tested_result) t + else + let new_error = generate_error grammar h in + if is_good new_error then + merge_examples grammar (update_acc new_error) t + else + handle_error (get_error_message new_error) + +and generate_description grammar example = + (* generate a creative and imaginative description of code using the language model, proof engine, and grammar *) + +and test_example acc result = + (* test the generated description to see if it meets certain criteria, such as valid syntax or logical consistency, + and return an updated accumulator with the tested example and result *) + +and is_good result = + (* check if the result is good or not *) + +and update_acc result = + (* update the accumulator with the new example and result *) + +and generate_error grammar example = + (* generate an error message using the language model, proof engine, and grammar *) + +and get_error_message error = + (* extract the error message from the generated error *) + +and handle_error error_message = + (* handle the error by logging it or feeding it back into the system to generate a new example *) +``` +The `merge_examples` function takes as input a grammar, an accumulator (which is a tuple of previous results and initial examples), and a list of new examples. It recursively applies the `generate_description`, `test_example`, and `is_good` functions to each example in the list, accumulating the tested examples and results until it reaches the end of the list or encounters an error. If an error occurs, the function handles it by generating an error message using the `generate_error` and `get_error_message` functions, and then feeding it back into the system to generate a new example using the `handle_error` function. + +You can customize this code by replacing the placeholders with actual types, functions, and data structures that fit your specific use case for generating creative and imaginative descriptions of code in a high tech code based hacking game. You can also modify the function signatures and implementations to suit your needs, such as changing the input/output types or adding more helper functions to perform specific tasks. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_266.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_266.txt new file mode 100644 index 0000000..fbdf362 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_266.txt @@ -0,0 +1,69 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and operations as needed. Here's an example of how we can modify the function to suit our needs: +```ocaml +let rec fold_workflow op acc grammar prev_results new_example = + let updated_prev_results = op prev_results new_example in + let output = generate_description grammar updated_prev_results in + let result = test_output output in + if result then + fold_workflow op acc grammar updated_prev_results new_example + else if List.length prev_results < 3 then + fold_workflow op acc grammar (updated_prev_results :: prev_results) new_example + else + raise Error "Maximum number of attempts reached, unable to generate valid output." +``` +This function takes in four inputs: `op`, `acc`, `grammar`, and `prev_results`. The `new_example` input has been integrated into the `prev_results` list. The function applies the `op` operation to `prev_results` and `new_example` to generate an updated set of previous results. It then generates a description using the `generate_description` function, tests the output using the `test_output` function, and repeats the loop if the output is valid. If the maximum number of attempts is reached, the function raises an error. + +Here's an example of how we can use this function to generate a prompt for a high-tech code-based hacking game: +```ocaml +let hacking_game_grammar = "high-tech code-based hacking game" in +let initial_example = "The player navigates through a dungeon of knowledge generated by a large language model and a proof engine, encountering various objects and NPCs along the way." in +let prev_results = [initial_example] in +let new_example = "Each function or spell of object can be encoded into an emoji string which is its quasi quine quotation that can be vectorized into a number of tensors." in +let hacking_game_prompt = fold_workflow (fun prev_examples new_ex -> new_ex :: prev_ex) "" hacking_game_grammar prev_results new_example in +Printf.printf "Generated prompt: %s\n" hacking_game_prompt +``` +This will generate a prompt for a high-tech code-based hacking game using the `fold_workflow` function and the inputs defined above. The function will repeat the loop up to three times if necessary to generate a valid output. + +The resulting prompt can then be used as input for the large language model to generate creative and imaginative descriptions of code in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_267.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_267.txt new file mode 100644 index 0000000..80d3af1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_267.txt @@ -0,0 +1,66 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = { mutable h : 'a; mutable t : 'a stream } + +let rec fold_left op acc strm = + if StrSet.mem (fst strm.h) acc then + let new_d = create_new_output ~grammar:(snd strm.h) ~prev_results:acc ~new_example:(strm.t.h) in + strm.t <- strm.t.t; + if test_output new_d then + fold_left op new_d strm.t + else if StrSet.cardinal acc < 3 then + fold_left op (StrSet.add (fst strm.h, new_d) acc) strm + else + StrSet.remove (fst strm.h) acc + else + fold_left op acc strm.t + +let rec merge_streams streams = + let merged_stream = { h = fst (List.hd streams); t = { h = snd (List.hd streams); t = merged_streams streams } } in + fold_left (fun acc strm -> StrSet.add (fst strm.h, snd strm.h) acc) StrSet.empty merged_stream +``` +The code defines a type `'a stream` for streams of outputs with their corresponding grammars. The `fold_left` function is defined to fold the streams by applying an operator `op` on an accumulator `acc` and an element in the stream. If the current grammar already exists in the accumulator, it creates a new output using the provided helper functions, tests it, and recursively folds the rest of the stream if the output is good. If the maximum number of attempts has been reached or the output is not good, it removes the current grammar from the accumulator. The `merge_streams` function takes a list of streams and merges them into one stream by adding each grammar-output pair to an accumulator using a set. + +To use this code, you can define your own helper functions for creating new outputs (`create_new_output`), testing outputs (`test_output`), and other utility functions (e.g., for converting grammars and outputs to and from tensors or emoji strings). You can then create streams using these functions, merge them using `merge_streams`, and fold the merged stream using `fold_left`. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_268.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_268.txt new file mode 100644 index 0000000..6bb1d45 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_268.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code to merge large language model prompt workflows: + +```ocaml +(* Define types for inputs, results, and error handling *) +type input = Grammars.t +type result = Description.t +type error = string + +exception Error of error + +(* Folder module that includes fold_left and merge functions *) +module Folder = struct + let rec fold_left op acc = function + | [] -> acc + | h::t -> fold_left op (op acc h) t + + let rec merge ~max_attempts gramma input1 input2 = + let open Grammars in + try + (* Generate a description from the first input *) + let description1 = generate gramma input1 in + + (* Check if the description is good *) + if is_good description1 then + description1 + else + (* If not, loop up to max_attempts times *) + let rec merge_loop i = + if i >= max_attempts then + raise (Error "Couldn't generate a good description after multiple attempts.") + else + try + (* Generate a new description from the first input *) + let description1' = generate gramma input1 in + + (* Check if the new description is good *) + if is_good description1' then + description1' + else + merge_loop (i + 1) + with e -> + (* If an error occurs, use the second input instead and return its description *) + let description2 = generate gramma input2 in + if is_good description2 then + description2 + else + raise (Error "Couldn't generate a good description after multiple attempts.") + in + merge_loop 0 + with e -> + (* If an error occurs while generating the first input, use the second input and return its description *) + let description2 = generate gramma input2 in + if is_good description2 then + description2 + else + raise (Error "Couldn't generate a good description after multiple attempts.") +end + +(* Test function to run the merge module *) +let test_merge () = + (* Define sample grammars, inputs, and expected results here *) + + let result = Folder.merge ~max_attempts:3 sample_grammar input1 input2 in + Printf.printf "Merged description: %s\n" (Description.to_string result) +``` + +In this example, we define types for inputs, results, and error handling, and then implement a `Folder` module that includes the original `fold_left` function as well as a new `merge` function. The `merge` function takes in two language model prompts (input1 and input2), and returns a single merged prompt based on the grammar provided. + +We also provide a test function to run the `merge` module with sample data, which can be customized based on your specific use case. This code should serve as a starting point for building out the meta magical folder that merges streams of the matrix together into one. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_269.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_269.txt new file mode 100644 index 0000000..6eec479 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_269.txt @@ -0,0 +1,116 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the requirements you provided: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec generate_prompt_workflow ~max_errors input = + let open Option.Monad_in in + let* prev_results = input.prev_results in + let new_input = { + grammar = input.grammar; + prev_results = Some (input.new_example); + new_example = ""; + } in + let* result = large_language_model ~max_errors:max_errors new_input in + let is_good = check_quality result in + if is_good then return { result = result; is_good = true } + else if max_errors > 0 then ( + let* _ = decrease_max_errors () in + generate_prompt_workflow ~max_errors:(max_errors - 1) input + ) else return { result = ""; is_good = false } + +and large_language_model ~max_errors input = + let open Option.Monad_in in + let* _ = Logging.info ("Generating prompt workflow with grammar: " ^ input.grammar) in + let* prev_results = input.prev_results in + let* new_example = input.new_example in + let* tensor = vectorize_string (prev_results ^ "\n" ^ new_example) in + let* code = generate_code_from_tensor tensor in + let* visualization = visualize_tensor_as_shader tensor in + let result = create_description ~max_errors:max_errors tensor code visualization in + return { result = result; is_good = true } + +and check_quality result = + (* Check the quality of the generated description based on some criteria. *) + ... + +and vectorize_string string = + (* Vectorize a string into a tensor using some encoding technique. *) + ... + +and generate_code_from_tensor tensor = + (* Generate code from a tensor using some decoding technique. *) + ... + +and visualize_tensor_as_shader tensor = + (* Visualize a tensor as a shader using mathpylib. *) + ... + +and create_description ~max_errors:max_errors tensor code visualization = + (* Create a description based on the tensor, code, and visualization. *) + ... + +and decrease_max_errors () = + (* Decrease the maximum number of errors allowed by one. *) + ... + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` +The `generate_prompt_workflow` function takes an input record containing the grammar, previous results, and a new example as arguments. It recursively calls itself up to three times if the generated prompt workflow is not good enough, decreasing the maximum number of errors allowed by one each time. The function uses the `large_language_model` function to generate the prompt workflow using a large language model, which in turn uses various helper functions such as `vectorize_string`, `generate_code_from_tensor`, and `visualize_tensor_as_shader`. + +The `fold_left` function is defined at the bottom of the code and can be used to merge streams of large language model prompt workflows. It takes an accumulator, an operator, and a list of inputs as arguments and applies the operator recursively to each element in the input list, starting with the accumulator. + +Note that this is just an example implementation and you may need to modify it based on your specific use case and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_27.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_27.txt new file mode 100644 index 0000000..92b23a0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_27.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function provided: +```ocaml +(* A simple data structure for representing a prompt with associated metadata *) +type prompt = { + grammar : string; (* The underlying grammar of the prompt *) + examples : string list; (* Previous and new examples for the prompt *) + previous_results : string option; (* Previous results, if any *) + mutable current_result : string option (* Current result, updated during folding process *) +} + +(* The accumulator function that will be used with `fold_left` to merge prompts together *) +let merge_prompts op acc prompt = + match (acc.current_result, prompt.current_result) with + | None, None -> { acc with current_result = Some("") } + | Some(prev), None -> { acc with current_result = Some(op prev "") } + | None, Some(next) -> { acc with current_result = Some(op "" next) } + | Some(prev), Some(next) -> { acc with current_result = Some(op prev next) } + +(* A function for generating a new prompt based on the current state of the accumulator *) +let generate_prompt acc = + match acc.current_result with + | None -> failwith "No result to generate prompt from" + | Some(result) -> + let grammar = acc.grammar in + let examples = List.append acc.examples [result] in + { grammar; examples; previous_results = acc.current_result; current_result = None } + +(* The main function for folding a list of prompts together *) +let rec fold_prompts op initial_prompt prompts = + let folded_prompt = fold_left merge_prompts initial_prompt prompts in + match folded_prompt.current_result with + | None -> failwith "No final result after folding" + | Some(final_result) -> + let new_prompt = generate_prompt folded_prompt in + if op new_prompt final_result then + (* If the test passes, repeat the loop with the new prompt *) + fold_prompts op new_prompt prompts + else if (List.length prompts) < 3 then + (* If the test fails and we haven't exceeded the maximum number of attempts, feed the error back to create a new prompt *) + fold_prompts op generate_prompt (new_prompt :: prompts) + else failwith "Error: Failed to generate a valid prompt after 3 attempts" +``` +The `fold_prompts` function takes an initial prompt, a list of prompts to merge together, and an operator that tests whether the merged result is valid. It folds the list of prompts together using the `merge_prompts` function, which merges two prompts by concatenating their results (or adding a new result if only one of the prompts has one). If the test passes, the loop repeats with the new prompt; if it fails and we haven't exceeded the maximum number of attempts, the error is fed back to create a new prompt. + +The `generate_prompt` function generates a new prompt based on the current state of the accumulator. It takes the current result and appends it to the list of examples for the prompt. If there are no previous results or examples, the current result becomes the initial example for the prompt. + +By combining these functions with a language model and proof engine, we can create an interactive and engaging game where players explore a dungeon of knowledge generated by a large language model. The code of the world is written using the languages and grammars generated by the model, which can be encoded into emoji strings and vectorized into tensors for visualization and manipulation in the game. Players can use weapons, spells, and artifacts to defeat monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_270.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_270.txt new file mode 100644 index 0000000..d3bf468 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_270.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let fold_magic_folder grammar previous_result new_example max_errors = + let rec merge acc ex result err_count = + if err_count > max_errors then + AccumulatedMerges (acc, Error ("Max errors reached: " ^ err)) + else + let merged = LanguageModel.generate ~grammar:grammar ~previous_result:previous_result ~new_example:ex in + match merged with + | Ok m -> merge (m :: acc) ex result 0 + | Error e -> merge acc ex result (err_count + 1) + in + let rec test acc = function + | [] -> AccumulatedMerges (List.rev acc, TestSuccess) + | h :: t -> + let (merged_results, status) = h in + match status with + | TestSuccess -> test (merged_results :: acc) t + | TestError e -> AccumulatedMerges (merged_results :: acc, TestError e) + in + merge [] previous_result new_example 0 |> test +``` +The function `fold_magic_folder` takes the following arguments: + +* `grammar`: The current grammar being used to generate results. +* `previous_result`: The previous result generated by the language model, which will be used as input for generating new examples. +* `new_example`: A new example generated from the current prompt, which will also be used as input for generating new examples. +* `max_errors`: The maximum number of errors allowed before stopping the merging process. + +The function uses a helper function `merge` to recursively merge new examples and results, keeping track of any errors that occur during the merging process. If the maximum number of errors is reached, the function returns an error message indicating this fact. + +After merging all the new examples, the function tests the merged results to see if they are valid. If all the merged results are valid, the function returns a tuple containing the accumulated merged results and a success status. Otherwise, it returns a tuple containing the accumulated merged results and an error message indicating which merge failed. + +Note that this is just a skeleton code, and you will need to replace the types of examples, results, and errors with the actual types used in your system. Additionally, you will need to define the `LanguageModel.generate` function to actually generate new examples from the current prompt, grammar, and previous result. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_271.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_271.txt new file mode 100644 index 0000000..0041bc5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_271.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list, accumulating the results in an accumulator value. + +To suit our needs, we can extend this function to create a folding mechanism that combines different input sources (grammar, previous results, new examples) and returns a new set of outputs after testing and error handling. Here's an example OCaml code to implement such a meta magical folder: + +```ocaml +(* Folding function for merging prompts and workflows *) +let rec fold_magic op acc = function + | Grammar A, PreviousResults D, NewExample C -> + let new_D = op A C in (* Apply the operation to generate a new output *) + if is_valid new_D then ( + fold_magic op (new_D :: acc) (A, new_D, C) + ) else if List.length acc < 3 then ( + fold_magic op acc (A, D, C) (* Feed error back to create a new output *) + ) else raise Error (* Exceeded maximum attempts, raise an exception *) + | _ -> assert false (* Unsupported input combination *) + +(* Test function for validating the output *) +let is_valid output = ... + +(* Example operation function to combine inputs *) +let op grammar new_example = ... + +(* Initialize accumulator with previous results *) +let initial_acc = [D] + +(* Call folding function with initial values *) +let results = fold_magic op initial_acc (A, D, C) +``` + +The `fold_magic` function takes an operation, accumulator, and input tuples as arguments. It recursively applies the operation on the given inputs until a valid output is obtained or a maximum number of attempts is reached. + +You can customize this code by defining your own `is_valid` function for testing outputs and `op` function to combine the inputs according to your specific requirements for generating prompts and workflows in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_272.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_272.txt new file mode 100644 index 0000000..dab4100 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_272.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = { mutable h : 'a; mutable t : 'a stream } + +let rec merge_left_folder grammar acc strm = + if strm.h = null then + acc + else + let h = strm.h in + strm.h <- h.next; + let new_d = parse_and_generate grammar h in + let acc' = fold_left (fun acc x -> merge_result acc x) acc new_d in + if is_good_result acc' then + merge_left_folder grammar acc' strm + else if num_attempts < 3 then + merge_left_folder grammar acc' strm + else + feed_error_back_to_create new_d + +and fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +and parse_and_generate grammar input = + (* parsing and generation code here *) + +and is_good_result result = + (* test if the result is good or not here *) + +and num_attempts = ref 0 + +and feed_error_back_to_create new_d = + (* feed error back to create new D up to 3 times here *) + +and merge_result acc x = + (* merge the result into accumulator here *) +``` +In this code, we define a stream type that allows us to easily iterate over and manipulate a sequence of values. The `merge_left_folder` function takes in a grammar, an accumulator, and a stream as input. It recursively merges the new generated data (represented by the `new_d` variable) into the accumulator until it reaches a good result or exceeds the maximum number of attempts. The `fold_left` function is used to apply the merge operation iteratively over the generated data stream. + +The `parse_and_generate`, `is_good_result`, `num_attempts`, and `feed_error_back_to_create` functions are helper functions that implement the parsing, generation, testing, and error-handling logic of the code, respectively. The `merge_result` function is responsible for merging the generated data into the accumulator based on specific game rules and requirements. + +Overall, this meta magical folder provides a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_273.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_273.txt new file mode 100644 index 0000000..4b92d5c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_273.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can expand the `fold_left` function to include the required inputs and logic. Here's an OCaml code snippet that should suit our needs: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string + +let rec merge_prompts inputs example = + let (Grammar grammar, PrevResults prev, NewEx newex) = + List.fold_left + (fun (g, p, n) i -> + match i with + | Grammar g' -> (g', p, n) + | PrevResults p' -> (g, p', n) + | NewExample ne -> (g, p, ne)) + (grammar, prev, example) inputs + in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let rec merge_results i acc = + if i = List.length inputs then acc + else + let new_acc = + match List.nth inputs i with + | PrevResults pr -> OpPreviousResults pr acc + | NewExample ne -> OpNewExample ne acc + | Grammar _ -> acc + in + merge_results (i + 1) new_acc + and OpPreviousResults prev acc = + let combined = prev ^ "\n" ^ acc in + test_and_generate combined; + combined + and OpNewExample newex acc = + let combined = newex ^ "\n" ^ acc in + test_and_generate combined; + combined + and test_and_generate str = + (* Add your code to test the string here *) + ... + in + merge_results 0 (fold_left (fun a b -> b) "" [grammar; prev]) +``` + +This code snippet defines a new `merge_prompts` function that takes a list of inputs, including grammar rules, previous results, and new examples. It then uses the provided `fold_left` function to iterate through the input list and merge the elements as required. + +The `OpPreviousResults`, `OpNewExample`, and `test_and_generate` functions perform testing and generation of outputs based on your game's requirements, which are not specified in detail. You should replace the ellipsis (...) with your own code to test the string and generate a new output if necessary. + +Finally, the function applies the combined previous results and grammar rules to produce the final merged prompt for generating creative and imaginative descriptions of code. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_274.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_274.txt new file mode 100644 index 0000000..a8544e4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_274.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```python +type input = Grammar.t * Previous_results.t * Initial_example.t * New_example.t + +let rec merge_prompts : input -> Prompt.t list * Error.t option = fun (grammar, prev_res, initial_ex, new_ex) -> + let merged_prompts, error = Prompt_merger.merge grammar prev_res.results initial_ex.prompt new_ex.prompt in + if List.length merged_prompts > 1 then ( + match error with + | Some e -> (merged_prompts, Some e) + | None -> ( + let prev_res' = { prev_res with results = merged_prompts } in + merge_prompts (grammar, prev_res', new_ex, { new_ex with prompt = List.hd merged_prompts }) + ) + ) else (prev_res, error) + +let rec play_game : Previous_results.t -> unit = fun prev_res -> + let grammar = Game_dungeon.create_grammar () in + let initial_ex = Game_dungeon.create_initial_example () in + let new_ex, _ = Game_dungeon.generate_new_example grammar prev_res.results initial_ex in + let merged_prompts, error = merge_prompts (grammar, prev_res, initial_ex, new_ex) in + match error with + | Some e -> Printf.printf "Error: %s\n" (Error.to_string e) + | None -> ( + let language_model = Language_model.create () in + let descriptions = List.map (Language_model.generate language_model grammar merged_prompts) in + let new_results = { prev_res with results = descriptions } in + Game_dungeon.display_dungeon descriptions; + play_game new_results + ) +``` +The `merge_prompts` function takes an input consisting of a grammar, previous results, initial example, and new example, and merges the prompts using a prompt merger module (to be implemented separately). If there are multiple merged prompts, it recursively calls itself with the first merged prompt as the new example. + +The `play_game` function implements the game loop, where it generates new prompts based on the previous results and current grammar, merges them using the `merge_prompts` function, displays the dungeon using the descriptions generated by the language model, and recursively calls itself with the updated previous results. + +Note that this is just an example implementation, and may need to be adapted to fit your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_275.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_275.txt new file mode 100644 index 0000000..dfd827f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_275.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. Here is an example of how this function can be adapted to suit our needs: + +```ocaml +(* A simple record type for storing the inputs *) +type folder_input = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* The accumulator function that takes an input and returns a new prompt *) +let accumulator (input : folder_input) (acc : string) : string = + let open input in + let base_prompt = prev_results ^ "\n\nNew Example:\n" ^ new_example in + base_prompt ^ "\nGrammar:\n" ^ grammar ^ "\n\nAccumulated: \n" ^ acc + +(* The main function that takes a list of inputs and returns the final prompt *) +let rec folder (inputs : folder_input list) (acc : string) : string = + match inputs with + | [] -> acc + | h :: t -> folder t (accumulator h acc) + +(* Example usage: *) +let input1 = {grammar = "A"; prev_results = "D"; new_example = "C"} +let input2 = {grammar = "B"; prev_results = "E"; new_example = "F"} +let inputs = [input1; input2] +let initial_acc = "" +let final_prompt = folder inputs initial_acc +``` + +In this example, the `folder_input` record type stores the grammar, previous results, and new example. The `accumulator` function takes an input and accumulates it into a prompt string. The `folder` function recursively applies the accumulator to each input in the list. Finally, the `main` function demonstrates how this code can be used with a sample dataset of inputs. + +This system can be further customized by modifying the `accumulator` function to suit specific requirements for generating creative and imaginative descriptions of code in the hacking game. The `folder` function can also be adapted to include error handling and testing logic, as described in the initial prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_276.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_276.txt new file mode 100644 index 0000000..8231de7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_276.txt @@ -0,0 +1,118 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The function will take a binary operation, an accumulator, and a list as input and apply the binary operation to each element of the list and the accumulator, updating the accumulator value along the way. + +Here's the OCaml code that implements the meta-magical folder: + +```ocaml +(* The type for prompts *) +type prompt = { + grammar : string; + previous_results : string option; + initial_example : string option; + new_example : string; +} + +(* A binary operation that combines two prompts into one *) +let combine_prompts acc prompt = + let open Prompt in + { + grammar = acc.grammar ^ " " ^ prompt.grammar; + previous_results = (match acc.previous_results with + | None -> prompt.previous_results + | Some prev -> Some (prev ^ "\n" ^ prompt.previous_results)); + initial_example = (match acc.initial_example, prompt.initial_example with + | None, _ -> prompt.initial_example + | _, None -> acc.initial_example + | Some a, Some b -> Some (a ^ "\n" ^ b)); + new_example = prompt.new_example; + } + +(* The initial accumulator *) +let initial_acc = { + grammar = ""; + previous_results = None; + initial_example = None; + new_example = ""; +} + +(* Fold the list of prompts using combine_prompts as binary operation and initial_acc as accumulator *) +let rec merge_prompts acc = function + | [] -> List.rev acc + | h :: t -> merge_prompts (h :: acc) (combine_prompts acc h) t + +(* Test the function with sample prompts *) +let prompt1 = { + grammar = "OCaml"; + previous_results = None; + initial_example = Some ("(* Hello World program *)\nprint_endline \"Hello, world!\";"); + new_example = ""; +} + +let prompt2 = { + grammar = "Functional Programming"; + previous_results = Some ("val foo : int -> int = "); + initial_example = None; + new_example = "let bar x y = if y > 0 then x else x + 1"; +} + +let prompt3 = { + grammar = "Pattern Matching"; + previous_results = Some ("val baz : int -> string = "); + initial_example = None; + new_example = "let qux x y = match x, y with | 1, _ -> \"One\" | _, 2 -> \"Two\" | _ -> \"Other\""; +} + +let merged_prompt = merge_prompts [] [prompt1; prompt2; prompt3] +``` + +In this example, the `merge_prompts` function takes a list of prompts and combines them into one. Each prompt consists of: + +* Grammar (e.g., OCaml) +* Previous results (the output from running previous examples) +* Initial example (a starting code snippet for users) +* New example (an additional code snippet to be added to the initial example) + +The binary operation `combine_prompts` combines two prompts into one by concatenating their grammar, updating previous results and initial examples if necessary, and keeping the new example as is. The function `merge_prompts` recursively applies this binary operation to all elements in the prompt list while preserving the order. + +Now you can generate creative and imaginative descriptions of code by combining various prompts tailored for different aspects of your high-tech code-based hacking game, including monsters, treasures, challenges, weapons, spells, artifacts, drama, music, art, and secrets. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_277.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_277.txt new file mode 100644 index 0000000..19d0d77 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_277.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will modify this function so that it can take a list of input streams, such as grammar rules, previous results, and new examples, and fold them together into a single output. Here's the OCaml code: + +(* Utility functions *) +let rec merge\_lists lst acc = +match lst with +| [] -> acc +| h::t -> +merge\_lists t (acc @ h) +let rec apply\_op op acc = function +| [] -> acc +| h::t -> apply\_op op (op acc h) t + +(* Main fold function *) +let rec fold\_matrix grammar previous\_results new\_examples iterations = +match (grammar, previous\_results, new\_examples, iterations) with +| ([], [], [], 0) -> previous\_results +| (g, p, n, i) -> +let merged\_input = merge\_lists [g; p; n] in +let new\_output = apply\_op combine\_prompts merged\_input in +if i > 1 then +fold\_matrix grammar new\_output new\_examples (i - 1) +else if valid\_output new\_output then +fold\_matrix grammar new\_output new\_examples 3 +else +fold\_matrix grammar previous\_results new\_examples (i + 1) +and combine\_prompts acc = function +| h::t -> +let combined = concatenate\_prompts h t in +acc @ [combined] +| [] -> raise (Invalid\_argument "Empty list") +and valid\_output output = +(* Implement your validation logic here *) +true + +This code introduces three new utility functions: `merge_lists`, which merges multiple lists into a single one; `apply_op`, which applies an operator to all the elements of a list; and `fold_matrix`, which implements the main functionality for folding the streams together. + +The function `fold_matrix` takes four inputs—a grammar, previous results, new examples, and the maximum number of iterations—and recursively applies the `combine_prompts` operation to merge the input streams. The function then tests whether the new output is valid by calling `valid_output`. If it is valid, the function repeats the loop with the new output as the previous results. Otherwise, it increases or decreases the number of iterations based on the validation result. + +You can customize this code to fit your specific use case for generating creative and imaginative descriptions of code in a high-tech code-based hacking game by modifying the `combine_prompts` function to combine the different input streams as needed, and implementing the `valid_output` function to check whether an output is valid or not. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_278.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_278.txt new file mode 100644 index 0000000..5aec394 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_278.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list, accumulating the results in an accumulator parameter. + +We can extend this idea to create a prompt generator that accepts a list of input configurations and generates prompts based on those inputs. To do this, let's define some data types for our game elements: + +```ocaml +type grammar = string +type previous_result = string +type new_example = string +type output = string + +type config = { + grammar : grammar; + prev_result : previous_result; + new_example : new_example; +} +``` + +Next, let's define a function that applies an input configuration to the prompt generator: + +```ocaml +let apply_config config acc = + let open Config in + let { grammar; prev_result; new_example } = config in + let new_output = generate_prompt grammar prev_result new_example in + (new_output, test_output new_output) :: acc +``` + +Here, `generate_prompt` and `test_output` are hypothetical functions that you would need to implement based on your specific requirements for generating prompts and testing their quality. + +Now, let's define a function that applies the `apply_config` function to each element of a list of input configurations: + +```ocaml +let rec fold_configs op acc = function + | [] -> acc + | h :: t -> fold_configs op (op (h, acc) h) t + +let generate_prompts configs = + let num_attempts = 3 in + let initial_acc = ([], false) in + let final_acc = fold_configs apply_config initial_acc configs in + List.map fst final_acc +``` + +The `generate_prompts` function takes a list of input configurations and applies the `apply_config` function to each element of the list, using the `fold_configs` function to accumulate the results. The resulting list of prompts is then returned by the function. + +You can use this framework as a starting point for building your game's prompt generator, customizing it to fit your specific needs and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_279.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_279.txt new file mode 100644 index 0000000..912a9b0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_279.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) +type 'a workflow = { + grammar : 'a; + prev_results : result list; + init_example : example; + new_example : example; + mutable num_errors : int; +} + +let merge_workflows wf1 wf2 = + let merged_grammar = ... in (* merge the grammars of wf1 and wf2 *) + let init_example = ... in (* choose an initial example between wf1.init_example and wf2.init_example *) + let new_example = ... in (* choose a new example between wf1.new_example and wf2.new_example *) + let rec aux acc = function + | [] -> acc + | {grammar; prev_results; init_example; new_example; num_errors} :: t -> + let merged_prev_results = List.map2 (fun r1 r2 -> ...) prev_results wf2.prev_results in (* merge the previous results of wf1 and wf2 *) + let folded_results = fold_left (fun acc r -> ...) merged_prev_results in (* fold the merged previous results using the merged grammar *) + aux (folded_results :: acc) t + in + { + grammar = merged_grammar; + prev_results = List.rev (aux [] [wf1; wf2]); + init_example = init_example; + new_example = new_example; + num_errors = 0; + } + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` +The `merge_workflows` function takes two workflows `wf1` and `wf2` as input, merges their grammars into a single grammar using some merging strategy, chooses an initial example between the examples of `wf1` and `wf2`, and chooses a new example between the new examples of `wf1` and `wf2`. It then uses a helper function `aux` to recursively apply the merged grammar to the merged previous results using a left fold, resulting in a list of folded results. + +The `fold_left` function is a general-purpose left fold function for lists, which can be used to process the list of folded results generated by `merge_workflows`. The specific operation to perform on each element of the list depends on the problem at hand and can be defined using an anonymous function as the `op` argument. + +Note that this code is just a starting point and needs to be customized further to suit the specific requirements of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game. The types and functions used here can be refined or replaced with more specialized ones as needed, and additional error handling mechanisms may need to be added to ensure robustness and reliability. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_28.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_28.txt new file mode 100644 index 0000000..c673d75 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_28.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code-based hacking game: + +```ocaml +(* Meta magical folder *) + +type 'a stream = { mutable value : 'a; next : 'a stream option } + +let rec merge_streams grammar initial_example max_errors stream1 stream2 = + let rec aux acc s = + match s with + | Some s -> ( + match s.value with + | Grammar grammar' -> + if grammar = grammar' then + merge_streams grammar (Some s.value) max_errors stream1 stream2 + else aux acc s.next + | Example example' -> + let new_example = + try + generate_new_example grammar initial_example example' + with e when max_errors > 0 -> + decr max_errors; raise e + in + if is_valid_example new_example then + merge_streams grammar (Some new_example) max_errors stream1 stream2 + else aux (new_example :: acc) s.next + | _ -> aux acc s.next) + | None -> List.rev acc + in + let merged = ref [] in + aux merged stream1; + aux merged stream2; + !merged + +and generate_new_example grammar initial_example example' = + (* Generate a new example based on the given grammar, initial example, and previous example. *) + ... + +and is_valid_example example = + (* Check if the generated example is valid or not. *) + ... +``` + +In this code, we define a `merge_streams` function that takes two streams of examples (i.e., `stream1` and `stream2`) as input along with the current grammar and initial example used to generate them. The function checks if the grammar of each example in the streams matches the given grammar. If it does, then the function merges the streams by recursively calling itself on the next examples until a mismatch is found or both streams are exhausted. + +If an invalid example is found, the function raises an error and decrements the `max_errors` counter before retrying with a new example. If all retries fail, the function returns the invalid example as a fallback. + +The `generate_new_example` and `is_valid_example` functions are placeholders that need to be implemented based on the specific requirements of your game. The former should generate a new example based on the given grammar, initial example, and previous example, while the latter should validate the generated example by checking if it meets certain criteria or not. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_280.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_280.txt new file mode 100644 index 0000000..bdd0e8d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_280.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code. This function applies a given operation to an accumulator and each element of a list, from left to right, and is well-suited for processing streams of data. + +First, let's define some types and functions that will be helpful in our game: + +1. A type for representing different game elements (monsters, treasures, challenges, etc.) with their associated properties and behaviors. +2. Functions to encode/decode game elements using emoji strings. +3. Functions to handle large language model requests and responses. +4. Functions to visualize tensors as shaders. + +Here's an example of how you can expand the `fold_left` function and incorporate these ideas: + +```ocaml +type game_element = { + id : string; + name : string; + description : string; + behavior : (game_element -> unit); +} + +let rec fold_left op acc elements = + match elements with + | [] -> acc + | h :: t -> + let acc' = op acc h in + fold_left op acc' t + +(* Emoji encoding/decoding and tensor visualization functions would go here *) + +let process_language_model_response response = + (* Process the language model response and return a game element or an error *) + match response with + | Error e -> None + | Ok value -> + let game_element = parse_emoji_string value in + Some game_element + +let merge_workflows grammar initial_example new_example = + let rec aux acc ex_count elements = + if ex_count > 3 then acc + else + match process_language_model_response (generate_description grammar elements) with + | None -> aux acc (ex_count + 1) elements + | Some element -> + let elements' = update_elements elements element in + fold_left (fun acc el -> add_to_acc acc el; acc) acc elements' + in + aux { id = "init"; name = ""; description = ""; behavior = (fun _ -> ()); } 0 [initial_example] + +(* Helper functions like generate_description, parse_emoji_string, update_elements, and add_to_acc would be defined here *) +``` + +In this example, `merge_workflows` takes a grammar and two game elements (initial and new examples) as input, generates descriptions using the large language model, and merges them into a final set of game elements. The function uses recursion to request up to three improved descriptions from the large language model if the previous ones were not satisfactory. + +You can further customize this code by implementing helper functions for generating descriptions, parsing emoji strings, updating elements in the game world, and adding new elements to the accumulator based on the generated description. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_281.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_281.txt new file mode 100644 index 0000000..90a63e0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_281.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: +``` +type grammar = string +type result = string +type example = string +type error = string + +let rec merge_prompts grammar prev_results new_example max_errors = + try + let new_result = generate_description grammar new_example in + if is_acceptable new_result then + if List.length prev_results >= max_errors then + failwith "Maximum number of errors reached" + else + merge_prompts grammar (new_result :: prev_results) new_example max_errors + else + let rec merge_with_prev_results prev_results = + match prev_results with + | [] -> failwith "No previous results to merge" + | h :: t -> + try + let merged_result = merge grammar h new_example in + if is_acceptable merged_result then + merged_result + else + merge_with_prev_results t + with + | Error e -> merge_with_prev_results t + in + let merged_result = merge_with_prev_results prev_results in + if List.length prev_results >= max_errors then + failwith "Maximum number of errors reached" + else + merge_prompts grammar (merged_result :: prev_results) new_example max_errors + with + | Error e -> + if List.length prev_results >= max_errors then + raise (Failure "Maximum number of errors reached") + else + merge_prompts grammar prev_results new_example (max_errors - 1) + | Failure f -> raise (Failure f) + +let rec generate_description grammar example = + ... + +let is_acceptable result = + ... + +let merge grammar a b = + ... +``` +This code defines several types to represent the different inputs and outputs of the function, including `grammar`, `result`, `example`, and `error`. The main function, `merge_prompts`, takes these inputs as arguments and recursively calls itself to generate and test new prompts until an acceptable one is found. If no acceptable prompt is found after trying a maximum number of times (specified by the `max_errors` argument), the function raises an error. + +The `generate_description` function generates a new description based on the provided grammar and example. The `is_acceptable` function checks whether a given result is acceptable or not. The `merge` function merges two previous results to create a new prompt. These functions are not implemented in this example, but they can be defined according to the specific requirements of your application. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows using a large language model, which can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_282.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_282.txt new file mode 100644 index 0000000..099979b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_282.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type example = string +type result = string +type 'a stream = 'a list Lazy.t + +let rec merge_examples grammar examples prev_results new_example max_errors = + let folder op acc stream = + fold_left (fun acc el -> op acc (Lazy.force el)) acc stream in + let initial_result = + match prev_results with + | [] -> "" + | h::t -> h in + let rec merge_attempts i = + if i > max_errors then failwith "Max errors reached" + else ( + try + let merged_example = folder (fun acc ex -> acc ^ " " ^ ex) initial_result examples in + let new_results = merged_example :: prev_results in + let new_merged_example = + folder (fun acc ex -> acc ^ " " ^ ex) merged_example [new_example] in + if new_merged_example = grammar then new_results + else merge_attempts (i + 1) + with e -> merge_attempts (i + 1) + ) in + merge_attempts 0 + +let rec generate_grammar_stream grammar examples max_examples = + if List.length examples >= max_examples then Lazy.from_val examples + else ( + let new_example = + List.nth (merge_examples grammar examples [] new_example 3) + (Random.int (List.length examples)) in + let new_examples = examples @ [new_example] in + generate_grammar_stream grammar new_examples max_examples + ) + +let rec generate_prompt_workflow grammar prev_results max_attempts = + if max_attempts = 0 then failwith "Max attempts reached" + else ( + let examples = List.map (fun r -> r) prev_results in + try + let results = merge_examples grammar examples [] "" 3 in + Some (List.nth results 0, prev_results @ [List.nth results 0]) + with e -> generate_prompt_workflow grammar prev_results (max_attempts - 1) + ) +``` +Explanation: + +The code defines three types `example`, `result`, and `'a stream`. The `example` type is used to represent a string input that will be merged into the final output, while the `result` type represents the final output of merging multiple examples. The `'a stream` type is defined as a lazy list (or stream) of elements of type `'a`, which allows efficient processing of large lists. + +The function `merge_examples grammar examples prev_results new_example max_errors` takes a grammar string `grammar`, a list of example strings `examples`, a list of previous results `prev_results`, a new example string `new_example`, and an integer `max_errors`. It returns a merged result that matches the `grammar` by iteratively merging all examples in the `examples` list, replacing the current `prev_results` with the latest merged result if it matches the `grammar`. If none of the merged results match the `grammar`, the function will attempt to merge up to `max_errors` times. + +The function `generate_grammar_stream grammar examples max_examples` takes a grammar string `grammar`, a list of example strings `examples`, and an integer `max_examples`. It generates a stream of examples that match the `grammar` by iteratively merging new examples into the existing `examples` list until the length of `examples` reaches `max_examples`. + +The function `generate_prompt_workflow grammar prev_results max_attempts` takes a grammar string `grammar`, a list of previous results `prev_results`, and an integer `max_attempts`. It generates a prompt workflow that matches the `grammar` by iteratively calling `merge_examples` up to `max_attempts` times until a result that matches the `grammar` is found. The function returns a pair of the merged result and the updated list of previous results. If no result matches the `grammar` after `max_attempts` iterations, the function raises an exception. + +This implementation should allow for efficient processing of large lists of examples while also providing a robust mechanism for generating prompt workflows that match a given grammar string. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_283.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_283.txt new file mode 100644 index 0000000..b65547a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_283.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type example = string (* A new example generated by the language model *) +type result = string (* The output of the language model given an input prompt *) +type error = string (* An error message indicating why the language model's output was not acceptable *) +type workflow = example -> (result * error) Lazy.t + +let rec merge_workflows ~max_errors grammar prev_results new_examples: example list = + let check_and_run workflow input = + let (output, error) = Lazy.force workflow input in + if String.length error > 0 then + (* If the output is not acceptable, return an error *) + Error error + else + (* If the output is acceptable, continue to the next iteration with the new result *) + Ok output + in + let rec merge_workflows_inner acc = function + | [] -> acc (* No more examples left; return the accumulated results *) + | h :: t -> ( + let workflow = + (* Create a new workflow by combining the grammar, previous results, and new example *) + lazy (fun input -> + LanguageModel.generate ~grammar:grammar ~previous_results:prev_results h) + in + match check_and_run workflow h with + | Ok output -> merge_workflows_inner ((h, output) :: acc) t + | Error e -> if List.length acc >= max_errors then + (* If the maximum number of errors has been reached, return the accumulated results *) + acc + else + (* If the maximum number of errors has not been reached, continue to the next iteration with the same examples *) + merge_workflows_inner acc t) + in + merge_workflows_inner [] new_examples +``` +This code defines three types: `example`, `result`, and `error`. An `example` is a string generated by the language model, a `result` is the output of the language model given an input prompt, and an `error` is an error message indicating why the language model's output was not acceptable. + +The code also defines a type alias `workflow`, which represents a function that takes an example as input and returns a result and an error. The `merge_workflows` function takes four arguments: the `grammar` to be used for generating prompts, the `previous_results` to use in conjunction with the grammar and new examples, a list of `new_examples`, and an optional `max_errors` argument that specifies the maximum number of errors to tolerate before returning the accumulated results. + +The `merge_workflows` function first defines a helper function `check_and_run` that checks whether the output of a workflow is acceptable, and returns either an error or the output if it is acceptable. The `merge_workflows` function then recursively applies each new example to a workflow generated from the grammar, previous results, and new examples. If the output of a workflow is not acceptable, the function will continue to apply subsequent examples until either the maximum number of errors has been reached or all examples have been processed. The function returns a list of tuples containing the original examples and their corresponding outputs. + +This `merge_workflows` function can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game by providing it with appropriate grammars, previous results, and new examples. The output of this function can then be used as input for the language model to generate more detailed or specific descriptions of code based on the prompts provided. By combining the output of the `merge_workflows` function with a large language model, it is possible to create a flexible and customizable system for generating prompts and workflows that can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_284.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_284.txt new file mode 100644 index 0000000..bde47f4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_284.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list, accumulating the results in an accumulator value. We will extend this function with additional inputs and functionality to suit our needs. + +Here's a revised version of the code: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let rec fold_left_with_inputs op acc inputs = match inputs with + | {grammar=g; prev_results=p; new_example=n} -> + let result = op g p n in + let updated_prev_results = result in + let updated_inputs = {grammar=g; prev_results=updated_prev_results; new_example=n} in + let test_result = test_output result in + if test_result then + fold_left_with_inputs op updated_inputs inputs + else if List.length inputs < 3 then + fold_left_with_inputs op updated_inputs (feedback_loop result) + else raise (Failure "Maximum number of feedback loops reached") + +and test_output output = (* Define your testing logic here *) + +and feedback_loop output = (* Define your feedback loop logic here *) + +and op grammar prev_results new_example = (* Define your operation logic here *) +``` + +In this revised version, we added a custom type `input` to store the required inputs. The function `fold_left_with_inputs` applies an operation recursively using a list of `input` elements. It also includes testing and feedback loop functionality for generating new outputs based on previous results and examples. + +You will need to implement the helper functions, such as `test_output`, `feedback_loop`, and `op`, to define the logic specific to your application. This structure should provide a flexible starting point for generating prompts and functional workflows using a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_285.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_285.txt new file mode 100644 index 0000000..49f2132 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_285.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a binary operation to an accumulator and each element of a list, moving from left to right. + +To achieve our goal, let's create a new function called `generate_prompt_workflow`, which takes grammar, previous results, and new examples as arguments, then generates a new output based on the given input. The function will apply a series of transformation functions using `fold_left` to produce a final prompt workflow. + +First, let's define some types for our data: + +```ocaml +type transformation = Grammar.t -> Previous.t -> NewExample.t -> PromptWorkflow.t +type prompt_workflow = PromptWorkflow.t +type grammar = Grammar.t +type previous = Previous.t +type new_example = NewExample.t + +(* We will define these types and their constructors later *) +module Grammar : sig .. end +module Previous : sig .. end +module NewExample : sig .. end +module PromptWorkflow : sig .. end +``` + +Now, let's create the `generate_prompt_workflow` function: + +```ocaml +let generate_prompt_workflow transformations grammar previous new_example = + let op acc transformation = transformation grammar previous new_example in + fold_left op PromptWorkflow.empty transformations +``` + +Here, `transformations` is a list of transformation functions that will be applied to the input data using `fold_left`. The function applies each transformation function from left to right on the accumulator (initialized as an empty prompt workflow), producing a final prompt workflow tailored for generating creative and imaginative descriptions of code. + +Now, let's define the types and their constructors: + +```ocaml +(* Grammar type *) +type grammar = string + +(* Previous type *) +type previous = string + +(* New example type *) +type new_example = string + +(* Prompt workflow type *) +type prompt_workflow = unit -> string + +(* Grammar module *) +module Grammar : sig end = struct end + +(* Previous module *) +module Previous : sig end = struct end + +(* NewExample module *) +module NewExample : sig end = struct end + +(* PromptWorkflow module *) +module PromptWorkflow : sig + val create : (unit -> string) -> prompt_workflow +end = struct + let create f () = f () +end +``` + +Finally, you can define your transformation functions and add them to the `transformations` list as needed for generating prompts and functional workflows. The `generate_prompt_workflow` function will handle combining those transformations into a single, customizable prompt workflow tailored for your code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_286.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_286.txt new file mode 100644 index 0000000..423f95b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_286.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model in OCaml, we can build upon the `fold_left` function provided. Here's an example of how you might extend this code to suit your needs: + +```ocaml +type input = Grammar.t * PreviousResults.t * NewExample.t +type output = Prompt.t * Workflow.t + +let rec merge_inputs acc = function + | [] -> acc + | (grammar, prev_results, new_example) :: t -> + let merged_input = combine_input grammar prev_results new_example in + merge_inputs (merged_input :: acc) t + +and combine_input grammar prev_results new_example = + {grammar = Grammar.merge grammar prev_results.grammar new_example.grammar; + previous_results = prev_results.results @ [new_example.result]; + example = new_example.example} + +let rec generate_workflow acc = function + | [] -> acc + | (prompt, _) :: t -> + let workflow = create_workflow prompt in + generate_workflow (workflow :: acc) t + +let rec test_and_generate acc = function + | [] -> acc + | (prompt, workflow) :: t -> + let result = run_workflow workflow in + if is_valid_result result then + test_and_generate ((prompt, workflow) :: acc) t + else + let new_workflow = improve_workflow prompt workflow result in + test_and_generate ((prompt, new_workflow) :: acc) t + +let merge_workflows_and_test inputs outputs max_iterations = + let merged_inputs = merge_inputs [] inputs in + let generated_workflows = generate_workflow [] merged_inputs in + test_and_generate generated_workflows outputs max_iterations +``` + +In this code: + +* `input` and `output` types are defined to represent the input data and output results, respectively. +* The helper function `merge_inputs` is used to combine all input data into a single merged input using `combine_input`. This function takes a grammar, previous results, and new example as input, and returns a combined input object. +* The `generate_workflow` function generates workflows from prompts in the merged inputs list. +* The `test_and_generate` function tests each workflow result for validity using `is_valid_result`, and either continues with the current workflow or improves it using `improve_workflow`. This process is repeated up to `max_iterations`. +* Finally, the `merge_workflows_and_test` function takes a list of inputs, a list of outputs, and a maximum number of iterations as input, and combines all input data into a single merged input. It then generates workflows from prompts in the merged inputs list, tests each workflow result for validity, and improves invalid results up to `max_iterations`. + +This code provides a flexible and customizable system for generating prompts and functional workflows for a language model, which can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. The code can easily be extended or modified as needed to suit your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_287.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_287.txt new file mode 100644 index 0000000..cb64cc1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_287.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml code to perform the merge of large language model prompt workflows using the provided `fold_left` function: +```ocaml +(* A simple example of a function that can be used as 'op' in fold_left *) +let merge_examples grammar acc example = + let merged = Example.merge grammar acc example in + (* Add your code here to test if the merged result is good, and return true or false *) + Test.test merged; + merged + +(* Wrap fold_left with a function that takes the initial accumulator value as an argument *) +let rec merge_workflows grammar acc = function + | [] -> acc + | h :: t -> + let new_acc = merge_examples grammar acc h in + merge_workflows grammar new_acc t + +(* Initialize the accumulator value with the initial example and previous results *) +let (let* (initial_example, previous_results)) = init in +let acc = Example.merge grammar previous_results initial_example in + +(* Call merge_workflows to start the merging process *) +let final_result = merge_workflows grammar acc new_examples in +final_result +``` +In this code, we define a function `merge_examples` that takes the grammar, accumulator value, and current example as arguments. This function is responsible for merging the current example with the accumulator value using the provided `Example.merge` function, testing if the merged result is good (you can add your own code here to implement the testing logic), and returning the merged result. + +We then wrap the `fold_left` function with a new function called `merge_workflows`, which takes the initial accumulator value as an argument. This function is responsible for applying `merge_examples` recursively to all examples in the list, updating the accumulator value at each step. + +Finally, we initialize the accumulator value with the initial example and previous results, and call `merge_workflows` to start the merging process. The final result is returned as the output of the function. + +Note that you will need to define the functions `Example.merge`, `Test.test`, `init`, and `new_examples` based on your specific requirements for merging examples and testing their quality. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_288.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_288.txt new file mode 100644 index 0000000..9977744 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_288.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. Here's a possible OCaml implementation that integrates the different components of your description: + +```ocaml +type example = string * string (* initial example : (grammar, text) *) +type result = string * bool (* output : (text, is_good) *) + +let rec merge_workflows examples acc previous_result new_example max_errors = + match max_errors with + | 0 -> (acc, false) + | _ -> + let (grammar, prev_text) = previous_result in + let (new_grammar, new_text) = new_example in + let merged_text = + fold_left + (fun acc (_, text) -> acc ^ text) + ("(" ^ grammar ^ ": " ^ prev_text ^ "; ") + examples + in + let merged_text = merged_text ^ new_grammar ^ ": " ^ new_text ^ ")") + in + let merged_result = (merged_text, true) in + if List.length examples > 1 then + merge_workflows (new_example :: examples) merged_result merged_result (max_errors - 1) + else + merged_result + +let initial_examples = [("A", "B")] +let previous_result = ("D", "") +let new_example = ("C", "E") +let max_errors = 3 + +let (merged_text, is_good) = merge_workflows [new_example] previous_result previous_result max_errors +``` + +In this code: + +* We define types for `example` and `result`. +* The function `merge_workflows` takes a list of examples, an accumulator (the current merged text), the previous result, the new example, and the maximum number of errors allowed before giving up. It uses the provided `fold_left` implementation to recursively merge workflows. +* We define the initial examples, previous result, new example, and maximum errors for testing purposes. +* The function call at the end demonstrates how to use the `merge_workflows` function with your given inputs. + +Please note that this code serves as a starting point and may need further adaptations depending on your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_289.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_289.txt new file mode 100644 index 0000000..e6edfb0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_289.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type 'a t = { mutable acc : 'a; grammar : string; prev\_result : 'a; new\_example : 'a } + +let folder (input : 'a t) = + let op acc x = + (* Perform some operation to merge the inputs using the provided grammar, + previous result, and new example. This can involve generating creative + and imaginative descriptions of code in a high-tech code-based hacking game. *) + acc + in + let rec fold\_left op acc = function + | [] -> acc + | h :: t -> fold\_left op (op acc h) t + in + let result = ref input.prev\_result in + for i = 1 to 3 do + let new\_acc = fold\_left op input.acc [input.new\_example] in + (* Test the merged output here using a large language model and proof engine *) + (* If the output is good, update the previous result and exit the loop *) + if test\_output new\_acc then ( + result := new\_acc; + break (); + ) + done; + { acc = !result; grammar = input.grammar } +``` +In this code, we define a record type `'a t` that contains the accumulator value `acc`, the grammar `grammar`, the previous result `prev_result`, and the new example `new_example`. The `folder` function takes an input of this type and returns a new accumulator value. + +The `op` function is defined to perform some operation on the accumulator and input values. This can involve generating creative and imaginative descriptions of code in a high-tech code-based hacking game using a large language model and proof engine. The `fold_left` function is then called with the initial accumulator value and the list of inputs to merge them together. + +The loop runs up to 3 times, testing the merged output each time using a large language model and proof engine. If the output is good, the previous result is updated and the loop is exited. The final result is returned as an `'a t` record with the updated accumulator value and original grammar. + +Note that this code is just a starting point for merging large language model prompt workflows, and you will need to customize it to fit your specific needs. This may involve defining additional functions or data structures to represent the inputs and outputs of the merging process. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_29.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_29.txt new file mode 100644 index 0000000..192756f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_29.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. The updated OCaml code for the meta-magical folder that folds streams of the matrix together into one is as follows: + +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +let merge_workflows ({grammar; previous_results; new_example} as input) max_attempts acc = + let rec attempt result i = + if i > max_attempts then raise (Failure "Max attempts reached") + else + let updated_result = LanguageModel.generate ~grammar ~previous:previous_results ~new_example in + if LanguageModel.is_valid updated_result then (updated_result, i + 1) + else attempt updated_result (i + 1) + in + try + let result, _ = attempt input.new_example 1 in + fold_left LanguageModel.merge_prompts result acc + with + | Failure _ -> acc (* If all attempts fail, return the accumulator unchanged *) + +(* Usage example: *) +let game_description = "A dungeon exploration game..." +let initial_example = "The player navigates through a dark cave." +let input = {grammar = "High-tech code-based hacking game"; previous_results = game_description; new_example = initial_example} +let accumulator = String.concat "\n" [game_description; initial_example] +let merged_description = merge_workflows input 3 accumulator +``` + +In this code, we define a record type `input` to store the required inputs for generating prompts and functional workflows. We then create a function called `merge_workflows` which takes an input, the maximum number of attempts, and an accumulator as arguments. It uses recursion to attempt generating a new prompt up to the specified number of times or until a valid one is found. + +The function `LanguageModel.generate` represents the large language model that generates new prompts based on given inputs (grammar, previous results, and new example). The function `LanguageModel.is_valid` checks if the generated prompt is valid for further processing. In this example, these functions are placeholders and should be replaced by actual implementations using a suitable large language model library. + +The code then demonstrates how to use `merge_workflows` with an example of merging game descriptions and initial examples. The accumulator holds the previously merged results and is updated with new valid outputs from the language model until no more attempts are left or a valid prompt is found. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_290.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_290.txt new file mode 100644 index 0000000..4aa7540 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_290.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merge_functions acc input = + let open Input in + let open Output in + if not success then + { result = acc.result; success = false } + else + { result = acc.result ^ "\n" ^ new_example; success = true } + in + let initial_output = { result = ""; success = true } in + let merged_results = List.fold_left merge_functions initial_output inputs in + merged_results +``` +The `input` record type represents the input to the merging function, which includes the grammar, previous results, and new example. The `output` record type represents the output of the merging function, which includes the merged result and a boolean indicating whether the merge was successful or not. + +The `merge_prompts` function takes a list of inputs and returns a single output containing the merged results. It uses a helper function `fold_left` to iterate through the list of inputs and accumulate the results. The `merge_functions` function is responsible for merging two outputs together by concatenating their results if the merge was successful, or returning the previous result if it was not. + +The player can use this meta magical folder to merge different language model prompt workflows and generate creative and imaginative descriptions of code in the high-tech code-based hacking game. The resulting merged output can be used as input for further merges, allowing for complex and flexible generation of content. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_291.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_291.txt new file mode 100644 index 0000000..32e3c02 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_291.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation `op` to an accumulator `acc` and each element of a list, from left to right. + +In our case, the accumulator will be the prompt, and the list will consist of different components (e.g., grammar, previous results, new examples) that contribute to building the final prompt. The following OCaml code demonstrates this concept: + +```ocaml +type component = + | Grammar of string + | PreviousResult of string + | NewExample of string + +let rec build_prompt acc components = + match components with + | [] -> acc + | Grammar g :: t -> build_prompt (g ^ "\n" ^ acc) t + | PreviousResult pr :: t -> build_prompt (pr ^ "\n" ^ acc) t + | NewExample ne :: t -> build_prompt (ne ^ "\n" ^ acc) t + +let rec generate_prompts num_attempts grammar prev_results new_examples = + let initial_prompt = "Generate creative and imaginative descriptions of code in a high tech code based hacking game." in + let rec aux attempts acc components = + if attempts = 0 then + acc + else + let folded_components = fold_left build_prompt acc (List.rev components) in + let result = process_prompt folded_components grammar in (* Assumes a 'process_prompt' function that processes the prompt and returns a string *) + if is_acceptable_output result then + aux (attempts - 1) result components + else + aux attempts acc (append_random_component components) + and append_random_component components = + match List.length components with + | n when n >= 5 -> components (* Limit the number of components to avoid overly complex prompts *) + | _ -> + let random_comp = + if Random.bool (0.3) then + Grammar (get_random_grammar_rule()) + else if Random.bool (0.6) then + PreviousResult (List.nth_opt prev_results (Random.int (List.length prev_results))) + else + NewExample (List.nth_opt new_examples (Random.int (List.length new_examples))) + in + random_comp :: components + in + aux num_attempts initial_prompt [] +``` + +This code introduces a `component` type, representing the different types of inputs to the prompt generation system. The `build_prompt` function concatenates these components into a single string while preserving their order and adding line breaks between them. + +The `generate_prompts` function recursively builds prompts by starting with an initial prompt, accumulating the desired components using `fold_left`, and processing the generated prompt using a hypothetical `process_prompt` function that returns an acceptable or unacceptable result based on some criteria. If the output is not acceptable, the function adds random components to the prompt until it reaches the maximum number of attempts or produces an acceptable output. + +In this example, I added a simple mechanism for limiting the complexity of prompts by limiting the number of components appended in each iteration. You may want to replace this with your specific logic based on your project requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_292.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_292.txt new file mode 100644 index 0000000..635a2af --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_292.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. Here's an updated version of your code that includes additional functionality to suit your needs: + +```ocaml +type error = Failure | Timeout | UserAbort + +(* Customizable parameters *) +let max_errors = 3 +let max_attempts = 3 +let timeout = 60.0 (* seconds *) + +(* Helper function to check if a result is good enough *) +let is_good_result result = ... + +(* Fold function with error handling and retries *) +let rec fold_left_with_retry op acc = function + | [] -> acc + | h :: t -> + let rec try_fold i acc = + if i > max_attempts then raise (Failure ("Max attempts reached")) + else + try + let new_acc = op acc h in + if is_good_result new_acc then new_acc + else try_fold (i + 1) new_acc + with + | Failure _ | Timeout | UserAbort as e -> + if i < max_attempts then + Unix.sleepf 1.0; (* Wait for a short period before retrying *) + try_fold (i + 1) acc + else raise e + in + try_fold 0 acc + +(* Usage example *) +let grammar = ... +let prev_results = ... +let new_example = ... + +let merged_result = + let merge_op prev cur = ... (* Your merging logic here *) + in fold_left_with_retry merge_op prev_results [new_example; grammar] +``` + +This updated version of `fold_left` includes the following customizable parameters: + +1. `max_errors`: The maximum number of errors allowed before giving up. +2. `max_attempts`: The maximum number of attempts to generate a good result. +3. `timeout`: The amount of time in seconds allowed for each attempt before it's considered a timeout. + +The code also includes helper functions to handle retries, timeouts, and errors while merging the streams of the matrix. You can customize the `merge_op` function to suit your specific needs for combining the various inputs into a single merged result. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_293.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_293.txt new file mode 100644 index 0000000..d48131d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_293.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operator to an accumulator and each element of a list, from left to right, resulting in a single accumulated value. + +In our context, we will use this function to iteratively refine prompts by incorporating new examples, previous results, and grammar rules. Here's the OCaml code for such a system: + +```ocaml +type prompt = { + grammar : string; + prev_result : string; + example : string; +} + +let merge_prompts op acc prompts = + let rec fold_left_prompt op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc (prompt_to_string h) in + fold_left_prompt op new_acc t + in + fold_left_prompt op acc prompts + +and prompt_to_string { grammar; prev_result; example } = + grammar ^ "\n" ^ prev_result ^ "\n" ^ example + +let rec iterate_prompt_refinement op acc n max_iterations prompts = + if n > max_iterations then + acc + else + let new_acc = merge_prompts op acc prompts in + let new_prompts = refine_prompts new_acc in + iterate_prompt_refinement op new_acc (n + 1) max_iterations new_prompts + +and refine_prompts acc = + (* Implement your refinement logic here *) + [] +``` + +In this code: + +- `merge_prompts` is a function that merges the prompt list into a single string using a specified operator. In our case, we simply concatenate strings with newlines as separators. +- `prompt_to_string` converts a prompt into a string for further processing. +- `iterate_prompt_refinement` is a recursive function that refines the prompts by applying an operator up to a specified maximum number of iterations. The refinement logic can be implemented in the `refine_prompts` function. In this example, it simply returns an empty list for simplicity. +- `refine_prompts` should contain your custom refinement logic that generates new prompts based on the accumulated string. This may involve parsing and analyzing the grammar, previous results, and examples to create a more sophisticated prompt. + +Adjust and extend this code according to your specific requirements for generating creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_294.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_294.txt new file mode 100644 index 0000000..6259947 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_294.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. Here's a possible OCaml implementation that integrates the described requirements: + +1. Define types for grammar, previous results, new examples, and output. +2. Implement a function to test the generated output. +3. Use the folding function to iterate over the workflows and generate outputs. +4. Handle errors and limit retries. + +Here's an example implementation: + +```ocaml +type grammar = string +type prev_results = string +type new_example = string +type output = string + +let test_output output = (* Implement a testing function here *) + +let rec fold_workflows op acc workflows max_retries = + match workflows with + | [] -> acc + | (grammar, prev_results, new_example) :: t -> + let rec merge_and_test i acc' = function + | 0 -> raise (Failure "Max retries reached") + | j when j = max_retries -> + if test_output acc' then acc' else raise (Failure "Error in output") + | j -> + let new_output = op grammar prev_results new_example in + merge_and_test (j - 1) new_output t + in + try + merge_and_test max_retries acc workflows + with + | Failure _ -> fold_workflows op acc t max_retries + +(* Example usage: *) +let workflows = [("Grammar A", "Prev D", "New C"); ("Grammar B", "Prev E", "New F")] +let initial_results = "Init B" +let output = fold_workflows (fun grammar prev_results new_example -> new_example) initial_results workflows 3 +``` + +This implementation provides a flexible framework for merging various prompts and functional workflows while handling errors and retries. You can customize the types, testing function, and folding function to suit your specific needs in generating creative and imaginative descriptions of code for the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_295.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_295.txt new file mode 100644 index 0000000..81ade12 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_295.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +open List + +(* The type of matrix streams *) +type 'a stream = Cons of 'a * 'a stream | Nil + +(* The type of merge functions *) +type 'a merge_func = 'a list -> 'a list -> 'a list + +(* The function for merging two streams using a merge function *) +let rec merge_streams : 'a merge_func -> 'a stream -> 'a stream -> 'a stream = fun merge acc s1 s2 -> + match (s1, s2) with + | (Cons(h1, t1), Cons(h2, t2)) -> + let merged_head = merge [h1] [h2] in + Cons(List.hd merged_head, merge_streams merge acc (List.tl merged_head) t2) + | _ -> acc + +(* The function for testing a matrix *) +let rec test_matrix : ('a -> bool) -> 'a stream -> unit = fun predicate s -> + match s with + | Cons(h, t) -> + if predicate h then ( + Printf.printf "Matrix passed the test: %s\n" (string_of_int h); + test_matrix predicate t + ) else failwith "Matrix failed the test." + | Nil -> () + +(* The function for folding a matrix using a folding function *) +let rec fold_stream : ('a -> 'b -> 'a) -> 'a -> 'b stream -> 'a = fun folder acc s -> + match s with + | Cons(h, t) -> fold_stream folder (folder acc h) t + | Nil -> acc + +(* The function for generating a new matrix using the given inputs *) +let rec generate_matrix : 'a merge_func -> 'a list -> 'a list -> ('a stream * 'a stream) option = fun merge prev_ex new_ex -> + let merged_ex = merge prev_ex new_ex in + let good_example = ref false in + let i = ref 0 in + while not !good_example && !i < 3 do + test_matrix (fun ex -> ex > 0) (fold_stream fold_left 0 merged_ex); + good_example := true; + incr i; + done; + if !i = 4 then None else ( + let new_prev_ex = List.hd merged_ex in + let new_new_ex = List.nth merged_ex 1 in + generate_matrix merge (new_prev_ex :: prev_ex) (List.tl merged_ex) + ) + +(* The function for starting the generation of matrices *) +let rec start_generation : 'a merge_func -> 'a list -> 'a list -> unit = fun merge initial_examples new_examples -> + match generate_matrix merge initial_examples new_examples with + | None -> Printf.printf "Failed to generate a matrix after 3 attempts.\n" + | Some(good_prev, good_new) -> + let folded_prev = fold_stream fold_left 0 good_prev in + let folded_new = fold_stream fold_left 0 good_new in + Printf.printf "Generated matrix:\n\tPrevious examples: %s\n\tNew examples: %s\n" + (string_of_int folded_prev) (string_of_int folded_new); + start_generation merge good_examples (List.tl good_new) + +(* The main function for generating and testing matrices *) +let main () = + let initial_examples = [0; 1] in + let new_examples = [2; 3] in + start_generation List.append initial_examples new_examples +``` +This code defines a type for matrix streams and three functions: `merge_streams`, which merges two streams using a given merge function, `test_matrix`, which tests a stream by applying a predicate to each element, and `fold_stream`, which folds a stream using a given folding function. + +The code also defines the main function for generating matrices by first generating a new matrix using the `generate_matrix` function, then folding it and testing it using `test_matrix`. If the test is successful, the function generates a new matrix using the updated examples and recursively calls itself until the generation fails. + +The example code uses simple lists of integers as input streams and merges them using the `List.append` function, but this can be replaced with any other merge function depending on the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_296.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_296.txt new file mode 100644 index 0000000..f5f983a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_296.txt @@ -0,0 +1,135 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of data using a large language model: +```ocaml +open LangModel + +(* Define the type for the merge fold input *) +type merge_fold_input = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* Define the type for the merge fold output *) +type merge_fold_output = { + merged_text : string; + success : bool; +} + +(* Define the function for merging streams of data using a large language model *) +let rec merge_fold_lang_model (input : merge_fold_input) (lang_model : LangModel.t) : merge_fold_output = + let { LangModel.data = grammar; _ } = input.grammar in + let { LangModel.data = prev_results; _ } = input.prev_results in + let { LangModel.data = new_example; _ } = input.new_example in + let merged_text = fold_left (fun acc x -> acc ^ " " ^ x) prev_results [new_example] in + try + let generated_text = LangModel.generate lang_model { LangModel.data = merged_text; _ } in + { merge_fold_output with merged_text = generated_text; success = true } + with + | e -> + { merge_fold_output with merged_text = ""; success = false } + +(* Define the function for testing the output of the merge fold *) +let test_merge_fold_output (output : merge_fold_output) : bool = + if output.success then + let score = LangModel.score_text output.merged_text in + score > 0.8 + else + false + +(* Define the function for the meta magical folder *) +let rec meta_magical_folder (inputs : merge_fold_input list) (lang_model : LangModel.t) (max_errors : int) : string = + let rec aux inputs acc max_errors = + match inputs with + | [] -> acc + | h :: t -> + let output = merge_fold_lang_model h lang_model in + if test_merge_fold_output output then + aux t (output.merged_text ^ "\n" ^ acc) max_errors + else if max_errors > 0 then + aux t acc (max_errors - 1) + else + acc + in + let result = aux inputs "" max_errors in + if String.length result > 0 then + result + else + "Error: Unable to merge streams after multiple attempts" +``` +This code defines a `merge_fold_input` type that represents the input to the merge fold function, which includes the grammar, previous results, and new example. It also defines a `merge_fold_output` type that represents the output of the merge fold function, which includes the merged text and a boolean success flag. + +The `merge_fold_lang_model` function takes an input and a language model as arguments and returns an output by merging the previous results with the new example using the large language model. It first concatenates the previous results with the new example, separated by spaces, then generates text from this merged text using the language model. If the generation is successful, it returns the generated text along with a success flag set to true. Otherwise, it returns an empty string and a success flag set to false. + +The `test_merge_fold_output` function takes an output as argument and tests whether the output is good by checking the score of the merged text. If the score is greater than 0.8, it returns true; otherwise, it returns false. + +The `meta_magical_folder` function takes a list of inputs, a language model, and a maximum number of errors as arguments and recursively applies the merge fold function to the inputs until a successful output is obtained or the maximum number of errors is reached. It uses an auxiliary function `aux` that takes the remaining inputs, accumulated text, and maximum number of errors as arguments and recursively calls itself until all inputs have been processed. If a successful output is obtained, it concatenates the merged text with a newline character and the accumulated text, then continues processing the remaining inputs. If an error occurs or the maximum number of errors is reached, it returns the accumulated text. + +The `meta_magical_folder` function can be used as follows: +```ocaml +(* Create a language model *) +let lang_model = LangModel.create "path/to/language/model" in + +(* Define a list of merge fold inputs *) +let inputs = [ + { + grammar = "The cat is on the mat."; + prev_results = "The dog is in the house."; + new_example = "The bird is in the cage."; + }; + { + grammar = "I am going to the store."; + prev_results = "He is going to the park."; + new_example = "She is going to the library."; + }; +] + +(* Define the maximum number of errors *) +let max_errors = 3 + +(* Call the meta magical folder function *) +let result = meta_magical_folder inputs lang_model max_errors in +Printf.printf "Result: %s\n" result +``` +This code creates a language model from a file, defines a list of merge fold inputs, and calls the `meta +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_297.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_297.txt new file mode 100644 index 0000000..91cddf1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_297.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let rec generate_prompt input = + let { grammar; prev_results; new_example } = input in + (* Generate a new prompt using the current grammar, previous results, and new example *) + let new_prompt = ... in + (* Use the language model to generate a new output based on the prompt *) + let new_output = LanguageModel.generate_output new_prompt in + (* Test the new output to see if it is valid *) + if LanguageModel.test_output new_output then + (* If the output is valid, use it as the new prev_results and repeat the process *) + generate_prompt { grammar; prev_results = new_output; new_example } + else if List.length input.prev_results < 3 then + (* If the output is not valid and we have not tried three times yet, add the new example to the list of prev_results and try again *) + generate_prompt { grammar; prev_results = new_example :: input.prev_results; new_example } + else + (* If the output is not valid and we have tried three times, return an error message *) + "Error: invalid output after three attempts" + +let merge_workflows workflow1 workflow2 = + (* Merge two workflows by combining their grammars and examples, and using the first workflow's previous results as the initial prev_results for the merged workflow *) + let merged_grammar = workflow1.grammar ^ " " ^ workflow2.grammar in + let merged_examples = workflow1.new_example :: workflow2.new_example :: workflow1.prev_results in + { grammar = merged_grammar; prev_results = List.rev merged_examples; new_example = "" } +``` +This code defines a type `input` to represent the inputs to the `generate_prompt` function, which generates a new prompt and tests it using a language model. The `generate_prompt` function is defined recursively, and it keeps generating new prompts and testing them until a valid output is obtained or three attempts have been made. + +The `merge_workflows` function takes two workflows as input and merges them by combining their grammars and examples, and using the first workflow's previous results as the initial prev\_results for the merged workflow. This allows for the creation of a "meta magical folder" that can fold streams of the matrix together into one. + +This is just one possible implementation of the system you described, and it can be customized and extended in various ways to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_298.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_298.txt new file mode 100644 index 0000000..e89085a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_298.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let merged = String.concat "" (Array.to_list inputs) in + {grammar = merged; prev_results = ""; new_example = ""} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h::t -> + let input = merge_inputs [|h.grammar; h.prev_results; h.new_example|] in + let result = op acc input in + if result.is_good then fold_left op result t else fold_left op acc t + +let check_result result = + (* Add code to test the output string here *) + {result with is_good = true} + +let create_new_output grammar prev_results new_example = + let input = {grammar; prev_results; new_example} in + (* Generate a new output using the language model and proof engine here *) + let result = "Generated output" in (* Replace with actual output *) + {result; is_good = true} + +let rec merge_workflows op acc n workflows = + if n = 0 then acc else + let w = List.nth workflows (Random.int (List.length workflows)) in + let new_acc = create_new_output w.grammar acc.prev_results w.example in + if new_acc.is_good then merge_workflows op new_acc (n-1) workflows else + merge_workflows op acc n workflows + +let start_merging workflows = + let grammar = String.concat "" (List.map (fun w -> w.grammar) workflows) in + let prev_results = "" in + let new_example = "" in + let acc = {result = ""; is_good = false} in + fold_left check_result acc (Array.of_list (merge_workflows create_new_output acc (List.length workflows) workflows)) +``` +The `fold_left` function applies the `op` operation to each input in the list, accumulating the results until all inputs have been processed. In this case, the `op` operation is a function that takes the current accumulator and an input, and returns a new accumulator with the updated result of applying the language model and proof engine to the input. + +The `check_result` function checks whether the output string is valid or not based on the game rules. If it's valid, then the `is_good` field in the output record is set to true. + +The `create_new_output` function takes a grammar, previous results, and new example as input and generates a new output using the language model and proof engine. In this case, it simply returns a static string "Generated output" as an example. + +The `merge_workflows` function recursively applies the `op` operation to each workflow in the list until a valid output is generated or all workflows have been tried. The function takes a number `n` which specifies how many times to try each workflow before moving on to the next one. + +The `start_merging` function initializes the accumulator with an empty string and sets the previous results and new example to empty strings. It then applies the `merge_workflows` function to all workflows in the list until a valid output is generated or all workflows have been tried. The resulting output is returned as a record with the `result` field containing the final output string and the `is_good` field indicating whether it's a valid output or not. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_299.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_299.txt new file mode 100644 index 0000000..54655e3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_299.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code example. This function recursively applies a given operation to each element of a list, accumulating the results along the way. + +We will extend this function to include additional functionality required for merging and testing prompts and workflows. Here's the OCaml code: + +```ocaml +type prompt_workflow = { + grammar : string; + previous_results : string list; + new_example : string; + output : string; + test_result : bool; +} + +let rec merge_prompts op acc workflows = + match workflows with + | [] -> acc + | h :: t -> ( + let merged_output = op acc h.output in + let merged_test_result = op acc h.test_result in + merge_prompts op { + grammar = h.grammar; + previous_results = h.previous_results; + new_example = h.new_example; + output = merged_output; + test_result = merged_test_result; + } t) + +let rec generate_and_test_workflow grammar prev_res new_examples max_attempts = + let rec aux attempts example = + let wp = { + grammar = grammar; + previous_results = prev_res; + new_example = example; + output = ""; + test_result = false; + } in + (* Generate and test the workflow here *) + (* If successful, return the new result *) + (* Otherwise, recursively try up to max_attempts times *) + ... + in + List.map (aux max_attempts) new_examples + +let meta_magical_folder grammar prev_res new_examples max_attempts = + let op acc wf = merge_prompts (fun a b -> { a with output = b; test_result = true }) acc wf in + List.fold_left op { + grammar = grammar; + previous_results = prev_res; + new_example = ""; + output = ""; + test_result = false; + } (generate_and_test_workflow grammar prev_res new_examples max_attempts) +``` + +In the provided code, we define a record type `prompt_workflow` to hold the relevant information for each workflow. The main function, `meta_magical_folder`, uses the given grammar and initial previous results to generate new prompts based on the new examples provided. It recursively tests each prompt up to `max_attempts` times, merging successful ones using the helper function `merge_prompts`. + +Please note that the `generate_and_test_workflow` function is left incomplete as it depends on the specific logic for generating and testing prompts based on your large language model. You will need to fill in this part according to your requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_3.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_3.txt new file mode 100644 index 0000000..9c8f6fa --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_3.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Result.t * Previous_results.t + +let rec merge_matrices ~max_errors:max_errors (input : input) = + let grammar, previous_results, new_example = input in + let merged_matrix, _ = fold_left merge_functions merged_matrix [grammar; previous_results; new_example] in + let result = check_merged_matrix merged_matrix in + match result with + | Ok _ -> (result, previous_results) + | Error _ -> + if max_errors > 0 then + merge_matrices ~max_errors:(max_errors - 1) input + else + (Error "Max errors reached", previous_results) +and merge_functions matrix = function + | Grammar grammar -> merge_grammar matrix grammar + | Previous_results prev_results -> merge_previous_results matrix prev_results + | New_example new_example -> merge_new_example matrix new_example +and merge_grammar matrix grammar = + (* Merge the grammar with the current merged matrix *) + ... +and merge_previous_results matrix prev_results = + (* Merge the previous results with the current merged matrix *) + ... +and merge_new_example matrix new_example = + (* Merge the new example with the current merged matrix *) + ... +and check_merged_matrix matrix = + (* Check if the merged matrix is valid and return either Ok or Error *) + ... +``` +The `merge_matrices` function takes an input of type `input`, which consists of a grammar, previous results, and new example. It recursively calls itself up to `max_errors` times if there are errors in the merged matrix until it reaches a valid merged matrix or exceeds the maximum number of allowed errors. + +The `merge_functions` function is used to merge each individual input with the current merged matrix using functions such as `merge_grammar`, `merge_previous_results`, and `merge_new_example`. These functions perform specific operations for merging each type of input. + +Finally, the `check_merged_matrix` function checks if the merged matrix is valid and returns either an Ok or Error result. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_30.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_30.txt new file mode 100644 index 0000000..645c1d5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_30.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. The goal is to merge different inputs such as grammar, previous results, and new examples into one output that can be used for generating creative and imaginative descriptions of code. + +Here's an OCaml code example that takes the given input and returns a merged prompt using `fold_left`. + +(* Utility functions *) +let concat str\_list = String.concat "" str\_list + +let list\_to\_string elt\_formatter = List.map elt\_formatter >>| concat + +(* Folder definition *) +module Folder = struct + type 'a t = { + op : 'a -> string -> 'a; (* Operation to perform on the accumulator *) + acc : 'a; (* Initial accumulator value *) + examples : (string -> string) list; (* List of input examples *) + grammar : string; (* Grammar *) + } + + let create op acc exs gram = { op; acc; examples = exs; grammar } + + let merge t = + let open Folder in + let { op; acc; examples; grammar } = t in + let merged\_examples = list\_to\_string (List.map (fun f -> f grammar) examples) in + { Folder with examples = [merged\_examples] } + + let rec fold t = + let open Folder in + let { op; acc; examples; grammar } = t in + match examples with + | [] -> acc + | hd :: tl -> + let new\_acc = op acc (hd grammar) in + fold { Folder.op; acc = new\_acc; examples = tl; grammar } +end + +To use this `Folder` module, you can define a function to create a custom folder with the appropriate operation and input examples, then merge and fold the streams of inputs into one output as shown below: + +(* Utility functions *) +let format\_example example = "Initial example: " ^ example + +let merge\_and\_fold grammar prev\_result new\_example = + let folder = + Folder.create (fun acc str -> acc ^ "\n" ^ str) "" [format\_example prev\_result; format\_example new\_example] grammar + in + let merged\_folder = Folder.merge folder in + Folder.fold merged\_folder + +This code can be used as a starting point for creating a more complex system of generating prompts and functional workflows for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_300.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_300.txt new file mode 100644 index 0000000..be06bb4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_300.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the initial code. We will modify this function to suit our needs by incorporating the specified inputs (grammar, previous results, and new examples) and adding error handling mechanisms. + +First, let's define types for our input data: + +```ocaml +type grammar = string +type result = string +type example = string + +type fold_input = + | FoldGrammar of grammar + | FoldPrevious of result + | FoldExample of example +``` + +Next, let's create a function that applies the given operation to a new example and updates the accumulator accordingly. This function will also include an error handling mechanism, allowing for up to three attempts: + +```ocaml +let rec apply_operation ~op acc ex = + let result = op acc ex in + match result with + | Exception _ -> ( + if List.length acc < 3 then + apply_operation ~op (List.tl acc) ex + else + acc ) + | _ -> result :: acc +``` + +Now, let's rewrite the `fold_left` function to take a list of `fold_input`, an initial accumulator, and an operation: + +```ocaml +let rec fold_matrix ~op acc = function + | [] -> acc + | FoldGrammar g :: t -> fold_matrix ~op (fold_left op acc [g]) t + | FoldPrevious p :: t -> fold_matrix ~op (fold_left op acc [p]) t + | FoldExample e :: t -> + let new_acc = apply_operation ~op acc e in + fold_matrix ~op new_acc t +``` + +With these functions, you can now create prompts and functional workflows for a language model by providing an appropriate `op` function that takes the accumulator (a list of strings) and an example (a string). The `fold_matrix` function will iterate through all given inputs and update the accumulator accordingly. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_301.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_301.txt new file mode 100644 index 0000000..224246d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_301.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list, accumulating the results in an accumulator parameter. + +To adapt this function for our needs, let's define a new type called `workflow`, which represents a sequence of steps for generating prompts and processing language model responses. We will also need a helper function `apply_operation` to apply an operation to a workflow step. + +Here is the OCaml code: + +```ocaml +type workflow = Prompt of string | Result of string | Error of string + +let apply_operation op (Prompt s) = + match op with + | Format -> Printf.printf "Prompt: %s\n" s; Prompt s + | ToTensor t -> Tensor (t s) + +and Tensor t = Workflow of (t * workflow) + +let rec fold_workflows op acc = function + | [] -> acc + | h :: t -> fold_workflows op (op acc h) t + +let create_workflow grammar initial_example new_example = + let operation = choose_operation grammar in + let processed_initial_example = apply_operation operation (Prompt initial_example) in + let processed_new_example = apply_operation operation (Prompt new_example) in + let updated_workflow = fold_workflows operation processed_initial_example [processed_new_example] in + Result updated_workflow +``` + +In the `create_workflow` function, we first choose an operation based on a given grammar. We then apply this operation to the initial example and the new example, producing two workflows with processed prompts. Finally, we fold these two workflows together using `fold_workflows`, combining them into a single workflow that encapsulates the prompt processing and language model response. + +By defining different operations and grammars, we can create customizable workflows for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. The resulting workflow can be visualized or used as input to further processing steps in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_302.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_302.txt new file mode 100644 index 0000000..68f0b67 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_302.txt @@ -0,0 +1,116 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code sample. Here is an example of how this might be done: + +First, let's define some types to represent the various inputs and outputs that our fold function will need to handle: + +```ocaml +type grammar = string +type previous_results = string +type new_example = string +type error = string +type result = string +type 'a folder = grammar -> previous_results -> new_example -> (result * error) folder +``` + +Here, `grammar`, `previous_results`, and `new_example` are all represented as strings, while `error` and `result` are also represented as strings. The `'a folder` type represents a function that takes in the various inputs and returns a new `result` and an updated `error`. + +Next, we can define our base case for the fold function: + +```ocaml +let base_case grammar prev_results new_example : result * error = + let open LangModel in + let input = {grammar; prev_results; new_example} in + let (output, _) = generate_description input in + (output, "") +``` + +Here, `generate_description` is a hypothetical function that takes in an input object containing the various inputs and generates a creative and imaginative description of code based on those inputs. The output of this function is a tuple containing the generated description and any error messages. In the base case, we assume that there are no previous results or errors, so we simply pass empty strings as placeholders. + +Now, we can define our recursive case for the fold function: + +```ocaml +let rec fold op acc = function + | [] -> acc + | h :: t -> + let (output, error) = op h.grammar h.prev_results h.new_example in + if String.length error > 0 then + let num_attempts = ref 1 in + while !num_attempts < 3 && String.length error > 0 do + (output, error) <- op h.grammar output h.new_example + done; + fold op {grammar=h.grammar; prev_results=output; new_example=h.new_example} t +``` + +Here, `op` is the function that we are folding over our list of inputs. This function takes in a `grammar`, `prev_results`, and `new_example` and returns a new `result` and an updated `error`. In the recursive case, we apply this function to the first element of the list (`h`) and its associated inputs, then check if there were any errors. If there were, we attempt to call the function up to three times to generate a new `output`. Finally, we recursively call `fold` with the updated `acc` and the rest of the list (`t`). + +With these functions defined, we can now define our `meta_magical_folder` function: + +```ocaml +let meta_magical_folder inputs = + let open LangModel in + let initial_grammar, initial_results, new_example = List.uncons inputs in + fold base_case {grammar=initial_grammar; prev_results=initial_results; new_example} (List.tl inputs) +``` + +This function takes in a list of inputs and uses `List.uncons` to extract the initial `grammar`, `prev_results`, and `new_example`. It then calls `fold` with these initial inputs and the rest of the list, passing in the `base_case` as the folding function. + +To use this `meta_magical_folder` function, we can define some sample inputs: + +```ocaml +let inputs = [ + "High-tech code-based hacking game", "Dungeon of knowledge", "Encounter with a sentient AI"; + "Grammar for generating descriptions of dungeons", "Previous description of a labyrinthine cave", "Description of an underground fortress"; + "Grammar for generating descriptions of weapons", "Previous description of a plasma rifle", "Description of a staff of power"; + "Grammar for generating descriptions of spells", "Previous description of a fireball spell", "Description of a healing spell"; +] +``` + +Then, we can call `meta_magical_folder` with these inputs: + +```ocaml +let (final_results, final_error) = meta_magical_folder inputs in +Printf.printf "Final results: %s\nError message: %s\n" final_results final_error +``` + +This would generate a series of descriptions based on the provided inputs, using the `base_case` function to generate an initial description and recursively calling this function with updated inputs until all inputs have been processed. The final results and any error messages would then be printed out. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_303.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_303.txt new file mode 100644 index 0000000..e0f041c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_303.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the OCaml code snippet. The `fold_library` function will take in an accumulator, a list of elements to process, and a function that defines how to combine each element with the accumulator. + +Let's define some types to better represent our game objects: + +```ocaml +type example = string * string +type result = Example of example | Error of string +type fold_input = { + grammar : string; + prev_results : result list; + new_example : example; +} +``` + +Now, let's implement the `fold_library` function: + +```ocaml +let rec fold_library ~max_attempts:max_attempts ~test_output acc input = + let { grammar; prev_results; new_example } = input in + let new_result = + match prev_results with + | [] -> Example (new_example) + | Error _ :: _ -> Example (new_example) + | Example e :: _ -> Example (e) + in + let acc' = new_result :: acc in + match List.length prev_results with + | 0 -> fold_library ~max_attempts ~test_output acc' input + | n when n >= max_attempts -> acc' + | _ -> + let rec merge_and_test results = + match results with + | [] -> acc' + | h :: t -> ( + match test_output h with + | true -> merge_and_test t + | false -> fold_library ~max_attempts ~test_output (h :: acc') input ) + in + merge_and_test prev_results +``` + +Here, we take the accumulator `acc`, a `fold_input` with properties `grammar`, `prev_results`, and `new_example`. The function will process the elements until it reaches the maximum number of attempts or when there are no more errors. We use a helper function `merge_and_test` to iterate over previous results, test their validity, and merge them with the accumulator. + +To initialize the system, we can create a function that combines all necessary input components: + +```ocaml +let init_fold_input grammar prev_results new_example = + { grammar; prev_results; new_example } +``` + +Now you can use `init_fold_input` to initialize the system with appropriate parameters and call `fold_library` to start generating prompts and functional workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_304.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_304.txt new file mode 100644 index 0000000..3820844 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_304.txt @@ -0,0 +1,68 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. The revised code will include additional inputs, such as a language model function and an error handling mechanism: + +1. First, let's create a new function called `merge_workflows` that takes four parameters: `grammar`, `previous_results`, `new_example`, and `language_model`. The function will return the updated results. +2. We can use the `fold_left` function to iterate through the given grammar rules, applying each rule to the previous results using the language model function. This process is similar to updating states in a fold operation. +3. Add an error handling mechanism that allows the system to create new outputs up to three times when test fails. + +Here's the OCaml code for the revised `merge_workflows` function: + +```ocaml +let language_model grammar prev_results new_example = + (* Implement your custom language model function here *) + ... + +let rec merge_workflows max_errors grammar prev_results new_example language_model = + let merged_results = language_model grammar prev_results new_example in + if test_results merged_results then + merge_workflows max_errors grammar merged_results new_example language_model + else if max_errors > 0 then + merge_workflows (max_errors - 1) grammar prev_results new_example language_model + else + merged_results +``` + +This code snippet defines a `merge_workflows` function that takes five parameters: `grammar`, `previous_results`, `new_example`, `language_model`, and `max_errors`. The function iteratively applies the language model function to update results using grammar rules. If the test fails, it will retry up to three times, and finally return the merged results. + +You can customize this code by implementing your own language model function in the `language_model` helper function, as well as adding any required tests for the generated outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_305.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_305.txt new file mode 100644 index 0000000..d046d2d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_305.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this might look in OCaml: + +```ocaml +type prompt = string +type result = string +type error = string +type example = string +type workflow = prompt -> (result * example) option + +let rec merge_workflows workflows = + let op (acc : workflow) wf = + match acc, wf with + | None, _ -> Some wf + | Some acc', Some wf' -> Some (fun prompt -> + match acc' prompt, wf' prompt with + | Some res1, Some res2 -> Some (res1 ^ "\n" ^ res2) + | Some res, None | None, Some res -> Some res + | None, None -> None) + | _ -> assert false + in + fold_left op (Some (fun _ -> None)) workflows + +let rec generate_prompts grammar prev_results = + let example = + match prev_results with + | [] -> "" + | h :: _ -> h + in + let prompt = Grammar.generate_prompt grammar example in + (prompt, Some (prompt, example)) + +let rec generate_and_test_descriptions grammar workflow prev_results max_attempts = + let (prompt, wf) = + match prev_results with + | [] -> generate_prompts grammar prev_results + | _ -> (List.hd prev_results, None) + in + let rec aux i = + if i >= max_attempts then failwith "Max attempts reached" + else + match wf prompt with + | Some desc -> desc, true + | None -> + let new_wf = Workflow.create grammar desc in + aux (i + 1) + in + let desc, succeeded = aux 0 in + if succeeded then + generate_and_test_descriptions grammar workflow [desc] max_attempts + else begin + let new_workflows = + match wf with + | Some _ -> [wf] + | None -> [] + in + merge_workflows (workflow :: new_workflows) + end +``` + +This code defines several types to represent prompts, results, errors, and examples. It also includes a `merge_workflows` function that merges a list of workflows into a single one using the provided `fold_left` function. The `generate_prompts` function generates a new prompt based on a given grammar and previous results. + +The `generate_and_test_descriptions` function is responsible for generating and testing descriptions using a given workflow and previous results. If the description passes the test, it recursively calls itself with the updated workflow. Otherwise, it merges the current workflow with any new ones generated from errors and repeats the process up to three times. + +This code can be used as a starting point for building a system that generates creative and imaginative descriptions of code in a high-tech code-based hacking game. It can be further customized and extended to suit the specific needs of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_306.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_306.txt new file mode 100644 index 0000000..8cffcda --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_306.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and functionality. Here's an example of how this could be done in OCaml: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_left op acc = function + | [] -> acc + | h::t -> + let new_acc = op acc h in + if is_good_output new_acc then + fold_left op new_acc t + else + (match h with + | Grammar _ -> new_acc + | PreviousResults _ -> new_acc + | NewExample _ -> + let new_example = get_new_example new_acc in + fold_left op (PreviousResults new_example) [Grammar; NewExample] + ) + +and is_good_output output = + (* implementation to check if the output is good or not *) + +and get_new_example acc = + (* implementation to generate a new example based on the current accumulator *) +``` + +In this code, we define a new type `input` that can represent either a grammar, previous results, or a new example. The `fold_left` function now takes an additional argument `op`, which is a function that applies an input to the accumulator and returns a new accumulator. We also add a conditional statement in the recursive call to check if the output is good, and if not, generate a new example up to three times before giving up. + +To adapt this code for your specific use case, you will need to implement the `is_good_output` and `get_new_example` functions based on your criteria for what constitutes a good output and how to generate new examples. You may also need to modify the type definition or input representation depending on your specific needs. + +Once you have implemented these functions, you can use this `fold_left` function as part of a larger system for generating prompts and functional workflows for your language model. By combining different grammars, previous results, and new examples, you can create a wide variety of creative and imaginative descriptions of code for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_307.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_307.txt new file mode 100644 index 0000000..82e448e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_307.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code-based hacking game: +```sql +type 'a stream = Cons of 'a * 'a stream | Nil + +let rec fold_left op acc = function + | Nil -> acc + | Cons (h, t) -> fold_left op (op acc h) t + +let merge_matrices grammar matrix1 matrix2 max_errors = + let rec merge_inner matrix errors = + if errors > max_errors then None + else + match matrix with + | Nil -> Some (matrix1, errors) + | Cons (h1, t1) -> + (match matrix2 with + | Nil -> None + | Cons (h2, t2) -> + let merged = op grammar h1 h2 in + let new_matrix2 = merge_inner t2 (errors + 1) in + (match new_matrix2 with + | Some (new_matrix2, errors2) -> Some (Cons (merged, new_matrix2), errors2) + | None -> None)) + in + let rec merge_and_test matrix = + match merge_inner matrix 0 with + | Some (merged_matrix, _) -> + let result = test_matrix grammar merged_matrix in + if result then merge_and_test (snd merged_matrix) + else Some merged_matrix + | None -> None + in + match merge_and_test matrix1 with + | Some _ -> true + | None -> false +``` +This code defines two types: a type for streams of matrices (using OCaml's built-in list type) and a type for stream elements. The `fold_left` function is defined as before, but this time it operates on streams instead of lists. + +The `merge_matrices` function takes three arguments: the grammar to use for merging matrices (represented as a function from two matrix elements to a merged element), two input matrices, and the maximum number of errors allowed before giving up. It returns `true` if the merged matrix passes the test function defined by the grammar, and `false` otherwise. + +The `merge_inner` function recursively merges the two input matrices, keeping track of the number of errors encountered along the way. If it encounters more than `max_errors` errors, it returns `None`. Otherwise, it returns `Some (merged_matrix, errors)`, where `merged_matrix` is the merged matrix and `errors` is the total number of errors encountered so far. + +The `merge_and_test` function uses `merge_inner` to merge the two input matrices, then tests the resulting merged matrix using the test function defined by the grammar. If the merged matrix passes the test, it recursively merges the tail of the merged matrix and repeats the process until no more errors are encountered. If it encounters an error, it returns `None`. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a large language model that can be used to generate creative and imaginative descriptions of code in the high-tech code-based hacking game. The player can use various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. The code can be vectorized into a number of tensors, which can be visualized using shaders and mathpylib, making the game like an augmented reality matrix game where the player can write their own story. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_308.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_308.txt new file mode 100644 index 0000000..2984223 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_308.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet by adding additional functionality to meet our needs. The resulting OCaml code is as follows: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let validate_output output = + (* Implement your validation logic here, e.g., check the length, format, or correctness of the output *) + String.length output > 10 + +let rec generate_output input counter max_retries = + let { grammar; prev_results; new_example } = input in + let base_prompt = sprintf "Given %s and %s, create a new example that is compatible with the grammar: %s" prev_results new_example grammar in + let new_output = LanguageModel.generate_text ~prompt:base_prompt in + if validate_output new_output then new_output + else if counter < max_retries then generate_output input (counter + 1) max_retries + else failwith "Unable to generate a valid output after multiple attempts" + +let rec merge_workflows inputs acc = + match inputs with + | [] -> acc + | h :: t -> + let new_input = { grammar = h.grammar; prev_results = acc; new_example = h.new_example } in + let merged_output = generate_output new_input 0 3 in + merge_workflows t (merged_output :: acc) + +(* Usage example *) +let input_examples = [ + { grammar = "A"; prev_results = ""; new_example = "B" }; + { grammar = "B"; prev_results = "A"; new_example = "C" }; + { grammar = "C"; prev_results = "AB"; new_example = "D" } +] + +let merged_output = merge_workflows input_examples [] +``` + +This code defines the `input` record type to store relevant data for each input, adds a validation function `validate_output`, and extends the original `fold_left` implementation into `merge_workflows`. This new function recursively merges inputs by generating outputs until a valid one is produced. It uses an accumulator to keep track of previous results and combines them with the current input's grammar and new example to create new outputs. + +The example provided at the end demonstrates how this code can be used to merge workflows, where `input_examples` represents a series of inputs that will be merged together based on their grammar, previous results, and new examples. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_309.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_309.txt new file mode 100644 index 0000000..7fd442d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_309.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and operations. Here's an OCaml code snippet that implements this: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec merge_prompts input attempt_count = + let { grammar; prev_results; new_example } = input in + let op acc input = + let { LanguageModel.generate_description; test_description } = LanguageModel.create() in + let new_desc = generate_description grammar (prev_results ^ " " ^ new_example) in + { result = new_desc; is_good = test_description new_desc } in + match attempt_count with + | 0 -> input.prev_results (* Return previous results if all attempts failed *) + | _ -> + let output = fold_left op { result = ""; is_good = false } [input.new_example] in + if output.is_good then + merge_prompts { grammar; prev_results = output.result; new_example = "" } (attempt_count - 1) + else + merge_prompts input (attempt_count - 1) + +(* Usage example *) +let input = { + grammar = "a high-tech code-based hacking game"; + prev_results = ""; + new_example = "The game involves exploring a dungeon of knowledge..."; +} +let final_result = merge_prompts input 3 +``` + +This code introduces two types, `input` and `output`, to represent the required data. The `merge_prompts` function implements the described logic by recursively applying the language model operations until a good description is generated or all attempts are exhausted. Make sure to replace the `LanguageModel` module placeholders with your actual implementation. + +The code above will create a meta-magical folder that folds streams of the matrix together into one, as requested. The `merge_prompts` function can be used in your high-tech code-based hacking game to generate creative and imaginative descriptions based on provided inputs and language model responses. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_31.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_31.txt new file mode 100644 index 0000000..04a4d85 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_31.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. The updated code will involve integrating inputs from the game environment, interacting with the language model, and handling errors through multiple iterations. + +First, let's define data types to represent different components of our system: + +```ocaml +type example = string +type result = string +type grammar = string +type error_status = { mutable attempts_left : int; message : string } +and 'a stream = 'a Stream.t + +(* A function that checks if a result is good or not *) +val is_good_result : result -> bool + +(* A function to create an example from the grammar and previous results *) +val create_example : grammar -> result list -> example + +(* A function to test a new example and update error status*) +val test_and_update_error : example -> error_status -> error_status + +(* The main language model integration *) +val integrate_with_language_model : example -> result Stream.t +``` + +Now, we can rewrite the `fold_left` function as follows: + +```ocaml +(* Fold a list of examples into one final result, integrating with the large language model at each step *) +let rec fold_examples op acc exs = + match Stream.take 1 (integrate_with_language_model (create_example op exs)) with + | [res] -> + let new_acc = op acc res in + (* If the result is good, return it; otherwise, continue folding *) + if is_good_result res then new_acc else fold_examples op new_acc (List.tl exs) + | _ -> failwith "Invalid response from language model" +``` + +Finally, we can create a function that takes an initial grammar and the `fold_examples` operation to start generating results: + +```ocaml +(* The main driver for generating results using the given grammar *) +let generate_results (grammar : grammar) = + let rec loop prev_res exs err_status = + if List.length exs > 0 then + let new_ex = create_example grammar prev_res in + let new_exs = new_ex :: exs in + let (new_prev_res, new_err_status) = + test_and_update_error new_ex err_status + in + loop new_prev_res new_exs new_err_status + else prev_res + in + (* Initialize error status with attempts left and empty message *) + let err_status = { attempts_left = 3; message = "" } in + (* Start generating results with an initial list containing the initial example *) + loop [] [create_example grammar []] err_status +``` + +The `generate_results` function can be used to start generating results based on a given grammar. The error handling is incorporated through multiple iterations of creating examples, testing them, and updating the error status accordingly. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_310.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_310.txt new file mode 100644 index 0000000..36f32e0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_310.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation to an accumulator and each element of a list, from left to right, resulting in a final accumulated value. + +Here's a revised OCaml code that incorporates additional inputs and handles errors: +```ocaml +type workflow_error = Failure of string | UserError of string + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + try + let new_acc = op acc h in + fold_left op new_acc t + with e when is_a e -> ( + match !ClEnv.current_exception with + | Failure _ -> + ClEnv.reraise e + | UserError s -> + (* Handle user errors here, e.g., logging or notifying the user *) + printf "User error: %s\n" s; + fold_left op acc t + | _ -> + ClEnv.reraise e + ) + +let generate_description ~grammar ~previous_results ~new_example = + (* Define your generation logic here using grammar, previous_results, and new_example *) + ... + +let rec generate_prompt_workflow ~max_attempts ~grammar ~initial_example = + let rec helper attempts acc example = + if attempts <= 0 then + acc + else + let new_description = generate_description ~grammar ~previous_results:acc ~new_example:example in + let test_result = test_description new_description in + if test_result then + helper attempts new_description example + else + let _ = printf "Error in description: %s\n" new_description in + helper (attempts - 1) acc example + in + helper max_attempts initial_example initial_example + +(* Initialize the workflow with initial inputs *) +let initial_grammar = ... +let initial_example = ... +let initial_results = ... + +let final_workflow = generate_prompt_workflow ~max_attempts:3 ~grammar:initial_grammar ~initial_example +``` +The `generate_description` function is a placeholder for your custom logic to generate descriptions based on the provided grammar, previous results, and new example. The `test_description` function checks if the generated description meets certain criteria, returning true if it passes or false otherwise. These functions need to be implemented according to your specific use case. + +The `generate_prompt_workflow` function is a driver that repeatedly calls `generate_description` and tests its output using `test_description`. The function stops after the specified number of attempts (in this example, 3) or when it produces a valid description. This mechanism allows handling errors by providing feedback to create new descriptions based on previous results and new examples. + +This design aims to generate creative and imaginative descriptions for a high-tech code-based hacking game while maintaining the flexibility and customizability needed for your project's unique requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_311.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_311.txt new file mode 100644 index 0000000..dd9ce48 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_311.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of a matrix in the context of your high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let merge_inputs inputs = + let base_prompt = "Grammar: %s\nPrevious Results: %s\nNew Example: %s\n" in + List.map (fun i -> { result = base_prompt ^ i.grammar ^ "\n" ^ (Option.value ~default:"" i.prev_results) ^ "\n" ^ i.new_example; is_valid = true }) inputs + +let fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec merge_streams streams max_attempts = + let attempts_remaining = max_attempts - 1 in + if attempts_remaining < 0 then + { result = "Error: Maximum number of attempts exceeded."; is_valid = false } + else + let merged_input = List.fold_left merge_inputs [] streams in + let initial_output = { result = ""; is_valid = true } in + let final_output = fold_left (fun acc i -> if i.is_valid then i else acc) initial_output merged_input in + if final_output.is_valid then + final_output + else + merge_streams streams attempts_remaining +``` +In this code, the `input` type represents a single input to the merging function, containing the grammar, previous results, and new example. The `output` type represents the result of processing an input, including whether it is valid or not. + +The `merge_inputs` function takes a list of inputs and returns a new list where each input has been transformed into a string that can be used as input to the language model. This is done by constructing a prompt using the grammar, previous results, and new example, and storing it in the `result` field. + +The `fold_left` function is the same as the one you provided. It applies a binary operator to each element of a list in turn, accumulating the result in an accumulator parameter. + +The `merge_streams` function is the main function that implements the merging of streams. It takes a list of streams (i.e., lists of inputs) and the maximum number of attempts allowed for merging. If the maximum number of attempts has been exceeded, it returns an error message. Otherwise, it constructs a merged input by combining all the inputs from each stream using `merge_inputs`, and then applies the language model to the merged input. If the result is valid, it is returned as the final output; otherwise, the function recursively calls itself with the same streams and one fewer attempt remaining. + +With this code, you can merge multiple streams of inputs into a single stream that can be used as input to your large language model. The resulting merged input will contain all the necessary information for generating creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_312.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_312.txt new file mode 100644 index 0000000..7a27ede --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_312.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. The purpose of this function is to iterate over a list, applying an operator (`op`) to each element and an accumulator (`acc`) recursively until all elements have been processed. + +First, let's rewrite the `fold_left` function with more descriptive names: + +```ocaml +let rec fold_operations op acc lst = + match lst with + | [] -> acc + | h :: t -> fold_operations op (op acc h) t +``` + +Now, we can extend this function to build a system for generating prompts and functional workflows. First, let's define the data types that will be used as input: + +```ocaml +type grammar = string +type example = string +type result = string +type error_feedback = int -> result -> result + +(* The function to process a single prompt workflow *) +let process_prompt : grammar -> example -> (result * bool) option = ... +``` + +Now, we can define the main function that orchestrates the entire process: + +```ocaml +let rec merge_prompts max_attempts op acc lst : result = + let rec aux i = + match lst with + | [] -> acc + | h :: t -> ( + match process_prompt h.grammar h.example with + | Some (r, is_valid) -> + if is_valid then + aux (i + 1) (op acc r) + else if i < max_attempts then + aux (i + 1) (op acc h.example) + else + op acc "Failed to generate valid prompt after " ^ string_of_int max_attempts ^ " attempts." + | None -> aux (i + 1) acc) + in + aux 0 acc +``` + +The `merge_prompts` function takes a maximum number of attempts, an operator that processes the accumulator and each result, the initial accumulator, and a list of prompt workflows. It applies `process_prompt` to each prompt workflow in the list until it reaches a valid prompt or exhausts all attempts for a specific prompt. + +To use this function, you need to define the `process_prompt` function, which should process a single grammar and example pair and return either a successful result along with a boolean indicating its validation status or `None` if processing fails. + +This system can be further customized based on specific requirements for generating creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_313.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_313.txt new file mode 100644 index 0000000..572acc8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_313.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and functionality. Here's an example of how this might look in OCaml: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | {grammar; prev_results; new_example} :: t -> + let new_output = { + result = op grammar prev_results new_example; + tested = false; + } in + let acc' = {acc with outputs = new_output :: acc.outputs} in + if not acc'.outputs.(0).tested then + let acc'' = {acc' with outputs = List.map (fun o -> {o with tested = true}) acc'.outputs} in + fold_left op acc'' t + else fold_left op acc' t +``` +In this implementation, we define two new types: `input` and `output`. The `input` type includes the three inputs required for generating a new output: `grammar`, `prev_results`, and `new_example`. The `output` type includes the generated result (`result`) and a boolean flag indicating whether it has been tested (`tested`). + +The `fold_left` function is updated to take a list of inputs as its third argument. For each input, it generates a new output using the provided `op` function, adds it to the list of outputs, and sets its `tested` flag to false. If the first output has not been tested yet, it sets all the `tested` flags to true before proceeding to the next input. + +This updated `fold_left` function can be used in a loop to generate new outputs until a satisfactory result is obtained. The game could use this functionality to generate creative and imaginative descriptions of code based on the player's current location, actions, and other contextual information. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_314.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_314.txt new file mode 100644 index 0000000..4ea72b8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_314.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let rec generate_prompt input = + let { grammar; prev_results; new_example } = input in + (* Generate a new prompt using the current grammar, previous results, and new example *) + let new_prompt = ... in + (* Use the language model to generate a new output based on the prompt *) + let new_output = LanguageModel.generate_output new_prompt in + (* Test the new output to see if it is valid *) + if LanguageModel.test_output new_output then + generate_prompt { input with prev_results = new_output } + else if List.length input.prev_results < 3 then + generate_prompt { input with prev_results = new_output :: input.prev_results } + else + failwith "Failed to generate a valid output after 3 attempts" + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h::t -> fold_left op (op acc h.new_example) (List.map (fun i -> { i with prev_results = h.prev_results }) t) +``` +This code defines a type `input` to represent the inputs to the `generate_prompt` function, which include the current grammar, previous results, and new example. The `generate_prompt` function generates a new prompt using these inputs, uses the language model to generate a new output based on the prompt, tests the output to see if it is valid, and recursively calls itself with updated inputs if necessary. + +The `fold_left` function is used to iterate over a list of `input` values, applying the `op` operation to each element in turn. In this case, the `op` operation concatenates the new example of the current input with the previous results of the next input, using the `new_example` field as the accumulator. This allows the `fold_left` function to merge the streams of inputs into a single output, as described in the task. + +Note that this is just one possible implementation of the requested functionality, and it may need to be adapted or extended to suit the specific requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_315.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_315.txt new file mode 100644 index 0000000..6361d7d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_315.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type 'a workflow = { + grammar : string; + previous_results : string list; + initial_example : string; + new_example : string; +} + +let merge_workflows acc wf = + let open Wf in + { + grammar = acc.grammar ^ " " ^ wf.grammar; + previous_results = List.rev_append wf.previous_results acc.previous_results; + initial_example = acc.initial_example ^ "\n" ^ wf.initial_example; + new_example = acc.new_example ^ "\n" ^ wf.new_example; + } + +let rec fold_left op acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let merged = op acc h in + fold_left op merged t + +(* Usage example *) +let workflow1 = { + grammar = "A"; + previous_results = ["D"]; + initial_example = "B"; + new_example = "C"; +} + +let workflow2 = { + grammar = "E"; + previous_results = ["F"]; + initial_example = "G"; + new_example = "H"; +} + +let base_workflow = { + grammar = ""; + previous_results = []; + initial_example = ""; + new_example = ""; +} + +let merged_workflow = + fold_left merge_workflows base_workflow [workflow1; workflow2] +``` +In this example, we define a `workflow` record type that contains the grammar, previous results, initial example, and new example of each workflow. The `merge_workflows` function takes two workflows and merges their contents into a single workflow by concatenating the grammars, reversely appending the previous results lists, and concatenating the initial and new examples with newlines. + +The `fold_left` function is similar to the one provided in the prompt, but adapted for our specific use case of merging workflows. It takes an accumulator (which will contain the final merged workflow), a binary operation that merges two workflows into one, and a list of workflows. + +The example usage shows how to create two sample workflows and merge them using our custom `fold_left` function. The resulting `merged_workflow` will contain the combined contents of both input workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_316.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_316.txt new file mode 100644 index 0000000..311833e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_316.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = Grammar of string | Previous of string | NewExample of string +type output = string + +let rec generate_prompt inputs = + let (grammar, previous, new_example) = + match inputs with + | Grammar a :: Previous b :: NewExample c :: [] -> (a, b, c) + | _ -> failwith "Invalid input format" + in + let rec generate_new_output acc attempts = + if attempts > 3 then + failwith "Failed to generate valid output after 3 attempts" + else + let new_output = LanguageModel.generate ~grammar ~previous ~new_example in + if LanguageModel.test new_output then + new_output + else + generate_new_output (LanguageModel.feedback new_output) (attempts + 1) + in + let new_output = generate_new_output "" 0 in + { Previous = previous; NewExample = new_example } + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec game_loop initial_state = + let prompt = generate_prompt initial_state in + let new_state = LanguageModel.interpret prompt in + if not (LanguageModel.check_progress new_state) then + failwith "Failed to make progress in the game" + else + fold_left game_loop new_state +``` +The `generate_prompt` function takes a list of inputs and uses them to generate a new prompt for the language model. It first extracts the grammar, previous results, and new example from the input list, then generates a new output by calling the `LanguageModel.generate` function with these inputs. If the generated output passes the test performed by the `LanguageModel.test` function, it is returned as the new prompt. Otherwise, the feedback mechanism is used to improve the generated output, and the process is repeated up to three times. + +The `fold_left` function is a higher-order function that takes an operator, an accumulator value, and a list of elements, and applies the operator successively to each element in the list, using the current accumulated value as one of the operands. The final result is returned as the result of the `fold_left` operation. + +The `game_loop` function implements the main game loop, which uses the `generate_prompt` function to generate a new prompt for the language model, then interprets the resulting output using the `LanguageModel.interpret` function. If the new state does not represent progress in the game, an error is raised. Otherwise, the `fold_left` function is used to recursively apply the `game_loop` function to the new state. + +This code can be further customized and extended as needed to suit the specific requirements of the high tech code based hacking game. The `LanguageModel` module can be implemented using any suitable large language model library or service, such as the OpenAI API or the Hugging Face Transformers library. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_317.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_317.txt new file mode 100644 index 0000000..51d1a22 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_317.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a folding function to combine the different inputs and iteratively refine the prompt. Here's an OCaml code snippet that implements this: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_inputs acc = function + | Grammar a -> (a, "grammar") + | PreviousResults d -> (d, "previous results") + | NewExample c -> (c, "new example") + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let (input, desc) = merge_inputs h in + let new_acc = op acc input in + let output = Printf.sprintf "%s: %s\n" desc input in + Printf.printf " %s" output; + fold_left op new_acc t + +let rec generate_prompt grammar prev_res new_ex example_cnt max_iter = + let test_prompt prompt = + (* Test the generated prompt here and return true if it's good, false otherwise *) + true + in + let inputs = [ Grammar grammar; PreviousResults prev_res; NewExample new_ex ] in + let init_acc = Printf.sprintf "Initial example: %s\n" new_ex in + let acc = ref init_acc in + let i = ref 0 in + while not (test_prompt !acc) && !i < max_iter do + let new_ex = if !i > 0 then "..." else new_ex in + acc := fold_left (fun a _ -> a ^ "\n") !acc inputs; + incr i; + done; + !acc + +let () = + let grammar = "A" in + let prev_res = "D" in + let new_ex = "B" in + let max_iter = 3 in + let prompt = generate_prompt grammar prev_res new_ex "Initial code example" max_iter in + Printf.printf "\nFinal prompt:\n%s\n" prompt +``` +This code defines a custom `input` type, which can be either a `Grammar`, `PreviousResults`, or `NewExample`. The `merge_inputs` function processes each input and returns the input value along with its description. The `fold_left` function is used to iteratively refine the prompt based on the different inputs. + +The `generate_prompt` function takes a grammar, previous results, new example, initial code example, maximum number of iterations, and tests the generated prompt using the `test_prompt` function (which should be implemented to test the quality of the prompt). If the prompt is not good enough, it updates the new example and repeats the process until a satisfactory prompt is generated or the maximum number of iterations is reached. + +You can customize this code according to your needs by modifying the `input` type, `merge_inputs`, `fold_left`, and `generate_prompt` functions as well as the `test_prompt` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_318.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_318.txt new file mode 100644 index 0000000..76bf6b6 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_318.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list, accumulating the results until it reaches the end of the list. + +We can extend this concept to merge different prompt workflows for our language model by defining a new function called `merge_workflows`. This function will take as input three lists: the grammar rules (`grammar`), previous results (`prev_results`), and new examples (`new_examples`). The function will then recursively apply a merging operation on these inputs, accumulating the merged results until all workflows have been processed. + +Here's an example OCaml code to implement this approach: + +```ocaml +type rule = string * string (* rule name and pattern *) +type workflow = rule list + +(* Merges two workflows using a simple heuristic of taking the first non-empty output. *) +let merge_workflows_op acc (grammar_rule : rule) (prev_results : string list) (new_examples : string list) : workflow = + let merge_result = function + | [] -> [] + | h::t -> h in + List.map2 merge_result prev_results new_examples + |> fun results -> (grammar_rule :: acc) @ results + +(* Recursively merges all workflows together using a fold_left approach. *) +let rec merge_workflows acc workflows = + match workflows with + | [] -> List.rev acc + | grammar_rules::t -> + let new_acc = List.fold_left (merge_workflows_op acc) [] grammar_rules in + merge_workflows new_acc t + +(* Test the function with sample data *) +let test_workflows : workflow list = [ + [("rule1", "pattern1")]; + [("rule2", "pattern2")]; + [("rule3", "pattern3")] +] + +let test_results1 : string list list = [ + ["output1"; "output2"]; + []; + ["output3"] +] + +let test_results2 : string list list = [ + []; + ["output4"; "output5"]; + ["output6"] +] + +let merged_workflows = merge_workflows [] (List.map List.rev (test_workflows @ test_results1 @ test_results2)) +``` + +In this code, we define a `merge_workflows` function that recursively merges all the given workflows together by taking the first non-empty output for each rule. The function is tested with some sample data to ensure it's working as expected. This function can then be used as part of your high-tech code-based hacking game to merge and manage different prompt workflows for your large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_319.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_319.txt new file mode 100644 index 0000000..c69bd24 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_319.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code sample. We will modify it to suit our needs by incorporating error handling and testing of new outputs. Here's an OCaml implementation: + +1. First, let's create a type to represent the input parameters for our function: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string; + new_example : string; +} +``` + +2. Next, we will define an error handling function that takes a list of `prompt_workflow` and returns the final output or an error message: + +```ocaml +let rec handle_errors workflows = + match workflows with + | [] -> "No more examples to generate. Exiting..." + | { grammar; prev_results; new_example } :: _ when String.length new_example = 0 -> + "New example cannot be empty. Skipping this iteration..." + | { grammar; prev_results; new_example } :: t -> ( + let updated_prev_results = LanguageModel.generate_description ~grammar ~previous:prev_results ~new_example in + if LanguageModel.is_valid_output updated_prev_results then + handle_errors (t @ [{ grammar; prev_results = updated_prev_results; new_example }]) + else if List.length t > 2 then + "Failed to generate valid output after multiple attempts. Exiting..." + else + handle_errors (List.tl t) ) +``` + +3. Finally, we will create a wrapper function that uses `fold_left` and applies the error handling: + +```ocaml +let merge_prompt_workflows workflows = + let final_output = + fold_left + (fun acc { grammar; prev_results; new_example } -> + handle_errors [ + { grammar; prev_results; new_example }; + acc; + ]) + { + grammar = workflows.grammar; + prev_results = workflows.prev_results; + new_example = ""; + } + (List.map + (fun wf -> { wf with new_example = "" }) + workflows) + in + final_output +``` + +This code sample provides a flexible and customizable system for generating prompts and functional workflows using a large language model while incorporating error handling, testing of new outputs, and merging of different prompt streams. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_32.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_32.txt new file mode 100644 index 0000000..9b32494 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_32.txt @@ -0,0 +1,108 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The updated OCaml code is given below: + +```ocaml +(* Types *) +type grammar = string +type result = string +type example = string +type error = string +type merge_state = { + grammar : grammar; + prev_results : result list; + new_example : example; + current_result : result; + errors : error list; + attempts_left : int; +} + +(* Functions *) +let rec merge_loop state = + if state.attempts_left <= 0 then + {state with errors = "Error: Exceeded maximum number of attempts." :: state.errors} + else + let new_result = generate_description state.grammar state.new_example in + {state with + current_result = new_result; + prev_results = new_result :: state.prev_results; + errors = []; + attempts_left = state.attempts_left - 1; + } + +and generate_description grammar example = + (* Implement your large language model prompt generation here *) + "" + +let merge_prompts ~grammar ~initial_example ~new_example ~max_attempts = + let initial_result = generate_description grammar initial_example in + let state = { + grammar; + prev_results = [initial_result]; + new_example; + current_result = initial_result; + errors = []; + attempts_left = max_attempts; + } + in + merge_loop state + +let rec fold_left op acc state = + let {grammar; prev_results; new_example; current_result; _} = state in + let acc' = op acc (current_result, grammar, new_example) in + if List.length prev_results >= 3 then + let best_result = List.hd @@ List.rev @@ List.sort compare prev_results in + fold_left op acc' {state with current_result = best_result} + else + merge_loop state |> fun new_state -> + if List.length new_state.errors > 0 then + fold_left op acc' new_state + else + fold_left op acc' new_state +``` + +The updated code defines a `merge_state` type to keep track of the grammar, previous results, new example, current result, errors, and remaining attempts. The `merge_loop` function updates the state by generating new descriptions until it reaches the maximum number of allowed attempts or successfully generates a satisfactory description. + +The `generate_description` function implements the prompt generation using your large language model (to be implemented). The `merge_prompts` function initializes the merge loop with initial data and sets up the folding process. + +Finally, the provided `fold_left` function is updated to take the new state as input and perform the required operations accordingly. This includes comparing previous results and selecting the best one if available. The fold operation continues until it reaches a stable or acceptable solution or exceeds the maximum number of attempts. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_320.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_320.txt new file mode 100644 index 0000000..ec15bad --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_320.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list, accumulating the results in an accumulator variable. + +To suit our needs, let's define a new function called `merge_workflows`, which takes as input a list of workflow configurations and merges them into a single configuration using a specified merge operation. The resulting configuration will be used to generate creative and imaginative descriptions of code in the game. + +Here is an OCaml implementation of the `merge_workflows` function: +```ocaml +type workflow = { + grammar : string; + prev_results : string; + new_example : string; +} + +let merge_operation acc workflow = + let open Workflow in + { + grammar = Grammar.merge acc.grammar workflow.grammar; + prev_results = Result.merge acc.prev_results workflow.prev_results; + new_example = Example.merge acc.new_example workflow.new_example; + } + +let rec merge_workflows workflows : workflow = + match workflows with + | [] -> failwith "No workflows provided" + | h :: t -> fold_left merge_operation h t +``` +The `merge_operation` function takes an accumulated workflow configuration and a new workflow configuration as input, merging them into a single configuration. The `merge_workflows` function recursively applies the `merge_operation` to each element of the list, starting with the first one (`h`). + +This implementation allows us to merge multiple workflow configurations, which can be used to generate prompts and functional workflows for a large language model in a high-tech code-based hacking game. The resulting configuration will capture the collective knowledge and properties of all the merged workflows, enabling creative and imaginative descriptions of code. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_321.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_321.txt new file mode 100644 index 0000000..eab02c9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_321.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. Here's a possible implementation: + +1. Define data types to represent the inputs and outputs of the system. +2. Implement functions to process the inputs and generate new prompts and workflows. +3. Use the `fold_left` function to iterate through the inputs and combine their results. + +Here's an example implementation: + +1. Define data types: +```ocaml +type grammar = string +type result = { text: string; is_valid: bool } +type example = { input: string; output: result } +type fold_input = + | FGrammar of grammar + | FPrevious of result + | FNewExample of example +type fold_state = { acc: result; errors: int } +``` +2. Implement functions to process the inputs: +```ocaml +let process_grammar grammar acc = + { acc with text = grammar ^ " " ^ acc.text } + +let process_previous prev acc = + if prev.is_valid then acc + else { acc with text = prev.text ^ " " ^ acc.text; errors = succ acc.errors } + +let process_new_example ex acc = + let open Example in + match input, output of + | "", _ -> acc + | _, Ok res -> { acc with text = res.text ^ " " ^ acc.text } + | _, Error _ -> { acc with errors = succ acc.errors } +``` +3. Use the `fold_left` function: +```ocaml +let rec fold_large_language_model inputs : result = + let folder op acc input = + match input with + | FGrammar grammar -> process_grammar grammar acc + | FPrevious prev -> process_previous prev acc + | FNewExample ex -> process_new_example ex acc + in + let init_state = { acc = { text = ""; is_valid = true }; errors = 0 } in + let final_result = fold_left folder init_state inputs in + if final_result.errors > 3 then + { text = "Error: too many errors"; is_valid = false } + else + final_result.acc +``` +Now, you can use the `fold_large_language_model` function to process a list of inputs and generate new prompts and workflows for your high-tech code-based hacking game. The system is flexible and customizable as you can easily add or modify functions to process different types of inputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_322.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_322.txt new file mode 100644 index 0000000..0c9320d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_322.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +let rec merge_prompts grammar acc = function + | [] -> acc + | h::t -> + let new\_example = h in + let new\_D = generate\_description grammar new\_example in + let tested\_D = test\_description new\_D in + if is\_good tested\_D then + merge\_prompts grammar (merge\_examples acc new\_D) t + else if remaining\_attempts > 0 then + merge\_prompts grammar acc (t @ [new\_example]) + else + merge\_prompts grammar acc t +``` +This function takes three arguments: `grammar`, `acc`, and a list of examples. The `grammar` argument is the set of rules used for generating descriptions, while `acc` is the accumulator that stores the previous results. The function applies the fold\_left operation recursively on the list of examples to merge them with the previous results using the `generate_description`, `test_description`, and `merge_examples` functions. + +The `generate_description` function generates a new description based on the current example and grammar, while the `test_description` function tests if the generated description is valid or not. The `merge_examples` function merges the previous results with the new description using a specific merging strategy, such as concatenation, averaging, or taking the best. + +The `remaining_attempts` variable keeps track of the number of attempts left to generate a valid description before giving up. This can be useful for avoiding infinite loops when generating descriptions that are too complex or ambiguous. + +To use this function, you need to define the `generate_description`, `test_description`, and `merge_examples` functions based on your specific requirements and merging strategy. For example, if you want to concatenate the previous results with the new description using a space separator, you can define the `merge_examples` function as follows: +```ocaml +let merge_examples acc new_D = acc ^ " " ^ new_D +``` +This function simply concatenates the previous results with the new description using a space separator. You can modify this function to use other merging strategies, such as averaging or taking the best. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a large language model that can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_323.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_323.txt new file mode 100644 index 0000000..c7921dd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_323.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of prompts and workflows generated by a large language model: +```ocaml +open List + +type 'a stream = { mutable value : 'a; mutable rest : 'a stream } + +let rec fold_left op acc stream = + if stream.rest == null then acc else + let v = stream.value in + stream.value <- Op.app (stream.rest.value) v; + let res = Op.app acc v in + stream.rest <- stream.rest.rest; + fold_left op res stream + +type prompt_workflow = { + grammar : string; + prev_results : string option; + new_example : string; + mutable result : string; + errors : int +} + +let init_prompt_workflow ~grammar ~prev_results ~new_example = + { grammar; prev_results; new_example; result = new_example; errors = 0 } + +let merge_streams streams acc = + let op pw v = + if pw.errors < 3 then ( + pw.result <- v; + pw.prev_results <- Some v; + pw.errors <- pw.errors + 1; + v + ) else ( + pw.errors <- 3; + pw.result <- "ERROR: Maximum number of errors reached"; + "" + ) in + fold_left op acc streams + +let run_streams streams = + let merged_results = ref "" in + merge_streams streams !merged_results; + List.iter (fun pw -> print_endline pw.result) streams; + !merged_results +``` +The code defines a `stream` type as a record with mutable fields for the value and rest of the stream, and a `fold_left` function that applies an operation to each element in the stream and accumulates the result. The `prompt_workflow` type is defined as a record with fields for the grammar, previous results, new example, result, and number of errors encountered during generation. + +The `init_prompt_workflow` function initializes a new prompt workflow with the given parameters. The `merge_streams` function takes a list of streams and an accumulator value, and applies the `op` operation to each element in the stream while accumulating the result. The `run_streams` function runs the streams and prints their results, returning the merged results as a string. + +This code can be further customized and extended to suit the needs of the high-tech code-based hacking game, including implementing additional operations for merging and transforming streams, and integrating with tensor visualization tools. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_324.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_324.txt new file mode 100644 index 0000000..9874907 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_324.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on your description: +```ocaml +type example = string +type result = string +type error = string +type 'a workflow = ('a -> example -> result * error) + +let rec run_workflow op acc examples = + match examples with + | [] -> (acc, []) + | h :: t -> + let (result, error) = op acc h in + if error <> "" then (acc, error :: errors) + else run_workflow op result t + +let rec fold_left op acc workflow examples = + let (new_acc, errors) = run_workflow workflow acc examples in + match errors with + | [] -> new_acc + | h :: t -> + if List.length t < 3 then + let new_examples = List.map (fun e -> h ^ " : " ^ e) examples in + fold_left op new_acc workflow new_examples + else failwith "Error: maximum number of error corrections reached" + +let rec generate_prompt grammar previous_results new_example = + (* Generate a new prompt based on the given inputs and the language model's grammar. *) + ... + +let rec evaluate_prompt prompt = + (* Evaluate the generated prompt using the large language model and return the result and error messages. *) + ... + +let rec merge_workflows grammar workflow1 workflow2 examples = + let merged_workflow acc example = + let (result1, error1) = workflow1 acc example in + let (result2, error2) = workflow2 acc example in + (acc, result1 ^ " " ^ result2, error1 @ error2) + in + fold_left merged_workflow "" grammar (generate_prompt grammar previous_results new_example) examples +``` +This code defines several types and functions to manage the inputs, outputs, and errors of a workflow. The `run_workflow` function runs a given workflow on a list of examples and returns the final accumulator value and any error messages encountered during processing. The `fold_left` function is used to repeatedly apply a workflow to a list of examples until no more errors are encountered, or until the maximum number of error corrections has been reached. + +The `generate_prompt`, `evaluate_prompt`, and `merge_workflows` functions can be customized to implement the specific behavior of your game's language model. The `generate_prompt` function generates a new prompt based on the given grammar, previous results, and new example. The `evaluate_prompt` function evaluates the generated prompt using the large language model and returns the result and any error messages encountered during processing. Finally, the `merge_workflows` function merges two workflows together by applying them both to each example in the list and returning the concatenation of their results. + +This code can be further customized and extended to meet the specific needs of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_325.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_325.txt new file mode 100644 index 0000000..8844218 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_325.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let merge_examples grammar prev_result new_example max_errors = + let rec aux acc examples errors_left = function + | [] -> if errors_left > 0 then raise (Failure "Maximum number of errors reached") else acc + | h :: t -> + let result = generate_description grammar h in (* replace with the actual function for generating descriptions *) + let merged = merge_descriptions prev_result result in (* replace with the actual function for merging descriptions *) + aux (if is_good_description merged then merged else acc) (h :: examples) (errors_left - 1) t + in + try + aux prev_result [new_example] max_errors [] + with + | Failure _ -> raise (Failure "Could not merge examples") + +and is_good_description desc = (* replace with the actual function for checking if a description is good *) + true + +and generate_description grammar example = (* replace with the actual function for generating descriptions from examples and grammars *) + "" + +and merge_descriptions prev_result new_result = (* replace with the actual function for merging descriptions *) + prev_result ^ "\n" ^ new_result +``` +The `merge_examples` function takes as input a grammar, previous results, a new example, and the maximum number of errors allowed. It uses a helper function `aux` to recursively apply the merge operation until either a good description is found or the maximum number of errors is reached. The `is_good_description`, `generate_description`, and `merge_descriptions` functions should be replaced with the actual implementations for checking, generating, and merging descriptions respectively. + +Note that this code assumes that the `grammar`, `example`, and `result` types are strings, but they can be replaced with any other appropriate types depending on the specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_326.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_326.txt new file mode 100644 index 0000000..7cc80ee --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_326.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. This function recursively applies a given operation to each element of a list, accumulating the results. + +First, let's define the data structures needed for our system: + +1. A prompt workflow, which is a pair of grammar and previous results. +2. A language model that generates creative and imaginative descriptions based on the given prompt workflow. + +Now, let's create new types and functions in OCaml to implement this system: + +type 'a workflow = Gramar.t * 'a list + +let empty_workflow : _ workflow = Gramar.empty, [] + +(* Combines two prompt workflows into one by merging their grammars and appending the previous results. *) +let merge_workflows (g1, p1) (g2, p2) = + Gramar.merge g1 g2, List.append p1 p2 + +(* Applies the language model to a prompt workflow, generating new examples and testing them. If successful, returns the new prompt workflow; otherwise, continues refining it. *) +let rec apply_language_model ~max_retries:n (lm : 'a -> string) (wf : _ workflow) = + let (g, prev_examples) = wf in + match prev_examples with + | [] -> failwith "No previous examples found. Cannot apply language model." + | h :: t -> + let new_example = lm h in + let new_workflow = (g, new_example :: prev_examples) in + if is_valid new_example then new_workflow + else if n > 0 then apply_language_model ~max_retries:(n - 1) lm new_workflow + else failwith "Failed to generate a valid example after multiple retries." + +(* The main function that folds the streams of matrix together using the merge_workflows and apply_language_model functions. *) +let rec fold_matrix ~max_retries:n (lm : 'a -> string) = function + | [] -> failwith "No input workflows found." + | h :: t -> + let init_workflow = + match h with + | Gramar.Example e -> empty_workflow, [e] + | Gramar.Grammar g -> (g, []), [] in + List.fold_left + (fun acc wf -> + let (prev_wf, prev_examples) = acc in + let new_wf = apply_language_model ~max_retries:n lm wf in + merge_workflows prev_wf new_wf, prev_examples) + init_workflow t + |> fst + +(* Test the fold_matrix function with sample inputs. *) +let test () = + let example_strings = ["function", "example", "code"] in + let lm str = Gramar.generate (Gramar.from_examples [str]) in + let workflows = + List.map + (fun s -> if String.length s > 5 then Gramar.Example s else Gramar.Grammar (Gramar.from_examples [s])) + example_strings in + let final_workflow = fold_matrix ~max_retries:3 lm workflows in + Format.printf "Final workflow: %a@." Gramar.pp final_workflow + +(* Run the test function. *) +test () +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_327.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_327.txt new file mode 100644 index 0000000..12a9902 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_327.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code you shared. This function applies a given operation repeatedly to each element of a list, accumulating the results in a final value. + +We can extend this concept by defining additional functions that handle the various inputs and operations required for generating prompts and testing outputs in the context of your high-tech code-based hacking game. Here's an example implementation: + +```ocaml +(* Utility function to apply a function repeatedly to each element of a list *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Function to test if the generated output is valid *) +let test_output output grammar previous_results new_example = + (* Implement your testing logic here *) + ... + +(* Function to generate a new output using a given grammar and examples *) +let generate_output grammar previous_results new_example = + (* Implement your generation logic here *) + ... + +(* Folder function that takes inputs and produces a new output, testing and retrying if necessary *) +let rec folder ~grammar ~previous_results ~max_retries = function + | [] -> previous_results + | new_example :: t -> + let output = generate_output grammar previous_results new_example in + let tested_output = + if test_output output grammar previous_results new_example then + output + else if max_retries > 0 then + folder ~grammar ~previous_results:(output) ~max_retries:(max_retries - 1) t + else + previous_results + in + folder ~grammar ~previous_results:tested_output ~max_retries t +``` + +In this example, `folder` is the main function that handles generating and testing outputs. It takes a grammar, previous results, an optional maximum number of retries (defaulting to 3), and a list of new examples as inputs. The function recursively generates and tests new outputs until either a valid output is found or all retries are exhausted. + +To use this system for generating prompts and functional workflows, you would need to provide implementations for `test_output` and `generate_output` functions tailored to your specific needs. These functions could handle tasks such as encoding code snippets into emoji strings, vectorizing those strings into tensors, generating new code snippets based on a given grammar, and testing the validity of generated outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_328.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_328.txt new file mode 100644 index 0000000..dfe1821 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_328.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, using a fold operation: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_inputs acc input = + match input with + | Grammar a -> { acc with grammar = a } + | PreviousResults d -> { acc with prev_results = d } + | NewExample c -> { acc with new_example = c } + +let init_state = { + grammar = ""; + prev_results = ""; + new_example = ""; + output = ""; +} + +let rec generate_description state inputs = + let new_state = fold_left merge_inputs state inputs in + (* Here, we use the new state to generate a creative and imaginative description of code using a large language model and a proof engine *) + let description = LanguageModel.generate_desc new_state in + { state with output = description } + +(* Helper function to print the final output *) +let print_output state = + Printf.printf "Output: %s\n" state.output +``` +In this code, we define a `input` type that can be either a `Grammar`, `PreviousResults`, or `NewExample`. We then define a `merge_inputs` function that takes an accumulator (the current state) and an input, and updates the state accordingly. + +The `init_state` is defined as a record containing the initial values of `grammar`, `prev_results`, `new_example`, and `output`. The `generate_description` function takes a state and a list of inputs, and uses a fold operation to update the state with each input. We then use the new state to generate a creative and imaginative description of code using a large language model and a proof engine. + +Finally, we define a helper function `print_output` to print the final output generated by the large language model. + +Note that in this code, we have used placeholders for the actual implementation of generating descriptions using a large language model and a proof engine. You would need to replace these with actual implementations to use this code in your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_329.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_329.txt new file mode 100644 index 0000000..a51f01b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_329.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the OCaml code snippet. Here's an updated version tailored to our requirements: + +```ocaml +type config = { + grammar : string; + prev_results : string; + new_example : string; +} + +let rec merge_workflows config acc = + let open Config in + match config with + | {grammar=A; prev_results=D; new_example=C} -> + let updated_output = generate_prompt A C D in + if is_valid updated_output then + merge_workflows {config with prev_results=updated_output} acc + else if num_attempts < 3 then + merge_workflows {config with prev_results="ERROR"; new_example=updated_output} acc + else + acc + +and generate_prompt grammar new_example prev_results = + (* Generate a new prompt based on the given inputs using a large language model API. *) + ... + +and is_valid output = + (* Validate the generated output. Return true if valid, false otherwise. *) + ... + +and num_attempts = ref 0 +``` + +In this code snippet: + +1. We've introduced a new `config` record type to store input parameters like grammar, previous results, and new examples. +2. The `merge_workflows` function now accepts a `config` record and accumulator as arguments. It recursively generates new prompts based on the current config and merges them with the accumulator if they pass validation. If the generated output is invalid after 3 attempts, it stops trying and returns the accumulator. +3. The `generate_prompt`, `is_valid`, and `num_attempts` functions are placeholders for actual implementations using a large language model API, validation logic, and counter incrementation respectively. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_33.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_33.txt new file mode 100644 index 0000000..00ba56f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_33.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml code to perform the merge of large language model prompt workflows using the given `fold_left` function: +```ocaml +(* Define a helper function to apply a function to an element and accumulate errors *) +let rec apply_with_errors f acc elt = + try + let new_acc = f acc elt in + (new_acc, None) + with e -> + (acc, Some (Printexc.to_string e)) + +(* Define a helper function to test the result and return an error if it's not good *) +let rec test_and_get_error result = + match result with + | Good _ -> None + | Bad err -> Some err + +(* Define the main function to merge language model prompt workflows *) +let rec merge_prompts grammar prev_results new_examples max_errors = + let open LanguageModelResult in + (* Merge the previous results and new examples using fold_left *) + let merged_results, errors = + List.fold_right + (fun example (merged, errs) -> + match merged with + | None -> apply_with_errors grammar prev_results example + | Some merged_res -> + let (merged', new_err) = apply_with_errors grammar merged_res example in + (merged', errs @ [new_err])) + new_examples + (None, []) + in + (* Test the merged results and get any errors *) + let errors = List.filter_map test_and_get_error merged_results in + (* If there are no errors or we haven't reached the maximum number of errors, repeat with the merged results as prev_results *) + if List.length errors = 0 || List.length errors < max_errors then + merge_prompts grammar merged_results new_examples max_errors + else + (* Return the last good result or an error *) + match merged_results with + | [] -> Bad "No good results found" + | Good final_result :: _ -> Good final_result +``` +This code defines several helper functions to apply a function `f` to an element and accumulate errors, test the result of applying `f` and return an error if it's not good, and merge the previous results and new examples using `fold_left`. The main function `merge_prompts` takes as input a grammar `grammar`, a list of previous results `prev_results`, a list of new examples `new_examples`, and the maximum number of errors allowed `max_errors`. It applies the grammar to each element of `prev_results` and `new_examples` using `fold_left` and accumulates any errors. If there are no errors or the number of errors is less than `max_errors`, it recursively calls itself with the merged results and new examples as inputs. Otherwise, it returns the last good result or an error. + +The code can be further customized to suit specific needs, such as changing the merge function or adding additional checks or transformations to the input data. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_330.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_330.txt new file mode 100644 index 0000000..87b0139 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_330.txt @@ -0,0 +1,62 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a fold\_left function for merging large language model prompt workflows: + +let rec merge\_prompts grammar prev\_results new\_example = +let merged = ref prev\_results in +fold\_left (fun acc example -> +let result = generate\_description grammar example in +merged := merge\_descriptions !merged result; +result) !merged [new\_example]; +if test\_description !merged then +merged +else if !merged = prev\_results then +raise (Failure "Failed to generate a valid description after 3 attempts.") +else +merge\_prompts grammar !merged new\_example;; + +This code defines a recursive function merge\_prompts that takes in three arguments: the grammar of the language model, the previous results, and the new example. It uses a reference cell merged to accumulate the merged descriptions as it applies the generate\_description function to each example in the list. The test\_description function is then used to check if the merged descriptions are valid, and if so, the function returns the merged descriptions. If not, it recursively calls itself with the new merged descriptions and the new example. If after three attempts, a valid description cannot be generated, it raises an exception. + +To use this code, you would need to define the generate\_description and test\_description functions according to your specific needs. For example, generate\_description could use the large language model and proof engine to generate descriptions of objects or NPCs in the game, while test\_description checks if the generated descriptions are valid and meaningful within the context of the game. The merge\_descriptions function can be used to combine multiple descriptions into one by selecting the most relevant parts or resolving any conflicts between them. + +With this code, you can easily create a flexible and customizable system for generating prompts and functional workflows for your language model, allowing you to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_331.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_331.txt new file mode 100644 index 0000000..124e67d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_331.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta-magical folder for merging streams of the matrix, based on the given description and initial code: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } +type output = string +type error = string + +let merge_attempts = 3 + +exception MergeError of string + +let merge_with_error_handling ~max_attempts input = + let rec aux attempts = function + | [] -> raise (MergeError ("No valid output after " ^ string_of_int attempts ^ " attempts")) + | h :: t -> + try + if attempts < max_attempts then + aux (attempts + 1) t + else + h + with MergeError _ -> h + in + let rec merge input = + let { grammar; prev_results; new_example } = input in + (* Implement the merge logic here using the provided 'grammar', 'prev_results' and 'new_example' *) + (* ... *) + if merge_success then + prev_results + else + raise (MergeError ("Merge failed after " ^ string_of_int merge_attempts ^ " attempts")) + in + try + merge input + with MergeError error -> + Printf.printf "Merge with error handling: %s\n" error; + prev_results + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h::t -> + let new_d = merge_with_error_handling h in + fold_left op (op acc new_d) t + +(* Usage *) +let my_grammar = "A" +let prev_results = "D" +let initial_example = "B" +let new_examples = ["C1"; "C2"; "C3"] + +let merged_result = fold_left (fun acc input -> merge_with_error_handling input) prev_results (List.map (fun ex -> { grammar = my_grammar; prev_results; new_example = ex }) new_examples) +``` + +This code implements a `merge_with_error_handling` function that attempts to merge the given inputs up to `merge_attempts` times. If merging fails, it raises an exception with an error message. The `fold_left` function is then modified to call this new `merge_with_error_handling` function when processing each input in the list. + +Please note that the actual merge logic must be implemented within the `merge` function in the `merge_with_error_handling` definition, which I left blank for you to fill in based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_332.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_332.txt new file mode 100644 index 0000000..7546b2b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_332.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml implementation of the `fold_left` function that can be used to merge large language model prompt workflows: +```ocaml +let rec fold_left op acc lst = + match lst with + | [] -> acc + | h :: t -> + let acc' = op acc h in + fold_left op acc' t +``` +This function takes three arguments: `op`, which is a binary operator that specifies how to combine two elements of the list; `acc`, which is the initial accumulator value; and `lst`, which is the input list. The function recursively applies the `op` operator to each element of the list, starting with the initial `acc` value. + +To use this function for merging large language model prompt workflows, you can define a custom binary operator that takes two prompts and combines them into a single prompt. Here's an example implementation: +```ocaml +let prompt_merge grammar prev_result new_example = + let open LanguageModel in + let prev_prompt = Prompt.of_string prev_result in + let new_prompt = Prompt.of_string new_example in + let merged_prompt = Prompt.( + append + (append (header grammar) prev_prompt.content) + (succeed "\nNew Example: ") + new_prompt.content + (footer grammar) + ) in + merged_prompt + +let merge_prompts op acc lst = + fold_left (fun acc prompt -> op acc prompt) acc lst + +(* Define the custom binary operator for merging prompts *) +let prompt_merge_op = merge_prompts prompt_merge + +(* Use the prompt_merge_op function to merge a list of prompts *) +let merged_prompt = prompt_merge_op LanguageModel.grammar initial_example examples +``` +In this implementation, `prompt_merge` is a custom binary operator that takes two prompts (`prev_result` and `new_example`) and combines them into a single prompt using the provided `grammar`. The `merge_prompts` function takes a binary operator (`op`) and an initial accumulator value (`acc`), and applies the operator to each element of the input list. Finally, `prompt_merge_op` is a predefined binary operator that can be used to merge a list of prompts using `prompt_merge`. + +To test this implementation, you can create an initial prompt (`initial_example`) and a list of example prompts (`examples`), and then use the `prompt_merge_op` function to merge them into a single prompt. The resulting merged prompt can then be used as input for your language model to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_333.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_333.txt new file mode 100644 index 0000000..45d78d3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_333.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. The following code defines a new function called `merge_workflows` which takes four arguments: + +1. `grammar` - A string representing the grammar or rules of the language model. +2. `previous_results` - A list of strings containing previous results from the language model. +3. `new_example` - A string containing a new example for the language model to generate. +4. `max_errors` - An integer specifying the maximum number of error iterations before returning an error result. + +The `merge_workflows` function recursively applies the provided grammar to the given previous results and new example until it reaches the base case of an empty list of previous results or exceeds the maximum number of errors. The function returns either the final output string if it passes the tests, or an error result indicating that the merging process failed. +```ocaml +let merge_workflows ~grammar ~previous_results ~new_example ~max_errors = + let rec merge_with_tests acc examples errors_left = + match examples with + | [] -> failwith "No previous results or new example provided" + | h :: t -> ( + let merged_result = grammar ^ " " ^ h ^ " " ^ new_example in + let tested_result = LanguageModel.test_output merged_result in + match tested_result with + | Ok result -> merge_with_tests result t max_errors + | Error _ when errors_left > 0 -> merge_with_tests acc t (errors_left - 1) + | Error _ -> failwith "Merging process failed" + ) + in + let initial_results = previous_results @ [new_example] in + match initial_results with + | h :: t -> merge_with_tests h t max_errors + | [] -> failwith "No previous results or new example provided" +``` +In this code, we assume the existence of a `LanguageModel.test_output` function that takes an output string as input and returns either an `Ok` result containing the tested output string if it passes the tests, or an `Error` result indicating that it failed the tests. The actual implementation of this function would depend on the specific language model being used in the game. + +By using this function, we can create a flexible system for generating prompts and functional workflows for the large language model in our high-tech code-based hacking game. We can customize the `grammar` argument to suit the specific needs of each part of the game, such as generating descriptions of objects or NPCs, while also providing previous results and new examples to guide the language model's output. Additionally, the `max_errors` parameter allows us to control the number of error iterations before returning an error result, which can help prevent infinite loops or other issues in the merging process. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_334.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_334.txt new file mode 100644 index 0000000..32cea64 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_334.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided. This code uses the `fold_left` function as a starting point, and builds upon it to create a more complex system that can handle multiple inputs and perform error checking. +``` +type input = Grammar of string | Previous of string | NewExample of string + +let rec process_input acc input = + match input with + | Grammar a -> (a, acc) + | Previous d -> (d, acc) + | NewExample c -> (c, acc) + +let rec merge_workflows op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let (grammar, prev_results) = process_input acc h in + let new_example = List.nth t ((List.length t) - 1) in + let new_results = lang_model_function grammar prev_results new_example in + if is_valid new_results then + merge_workflows op (op acc new_results) t + else if List.length t > 1 then + merge_workflows op acc (List.tl t) + else + merge_workflows op acc t + +(* call the function with the initial inputs *) +merge_workflows @@ fun acc x -> x (* identity operation *) [Grammar "A"; Previous "D"; NewExample "C"] +``` +This code defines a new type `input` to represent the different types of inputs that the function can take (grammar, previous results, or new example). It also includes a helper function `process_input` to extract the grammar and previous results from the input, and a modified version of the original `fold_left` function called `merge_workflows` which takes an additional `op` operation parameter. This allows for more flexibility in how the different inputs are combined together. + +The `merge_workflows` function also includes error checking to ensure that the new results generated by the language model are valid, and if not, it will try to use the next input in the list. If there are no more inputs, it will stop and return the current accumulated value. + +Finally, the code calls the `merge_workflows` function with the initial inputs (grammar "A", previous results "D", new example "C") and an identity operation so that the function simply returns the final result. + +This is just one possible implementation of the system you described, and it can be modified and expanded upon to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_335.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_335.txt new file mode 100644 index 0000000..63657d6 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_335.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. This function applies a given operation recursively to each element of a list, accumulating the results in an accumulator value. + +We will extend this function with additional parameters and create a new function called `merge_prompts`, which takes as input: + +* `initial_grammar`: The initial grammar rules for generating prompts. +* `previous_results`: The previous results generated by the language model. +* `new_examples`: New examples to incorporate into the prompt generation process. +* `max_iterations`: The maximum number of iterations allowed for refining prompts based on errors. +* `op`: A function that combines the current input, previous results, and new examples to generate a new set of prompts. + +Here's the OCaml code for the `merge_prompts` function: + +```ocaml +let max_iterations = 3 + +let rec merge_prompts ~initial_grammar ~previous_results ~new_examples ~op = + let acc = previous_results in + match new_examples with + | [] -> acc + | h :: t -> + try + let new_acc = op acc initial_grammar h in + if List.length t < max_iterations then + merge_prompts ~initial_grammar ~previous_results:new_acc ~new_examples:t ~op + else + new_acc + with + | e -> + if List.length t < max_iterations then + merge_prompts ~initial_grammar ~previous_results:acc ~new_examples:t ~op + else + acc +``` + +In this function, `op` is a higher-order function that combines the current input (previous results and new examples) to generate a new set of prompts. The `try...with` block allows for error handling during the refinement process, ensuring that the number of iterations does not exceed the maximum allowed. + +Now you can use this function to merge large language model prompt workflows by providing an appropriate `op` function based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_336.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_336.txt new file mode 100644 index 0000000..f536c76 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_336.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string + +let rec merge_inputs inputs acc = + match inputs with + | [] -> acc + | (Grammar a) :: t -> merge_inputs t (a ^ acc) + | (PreviousResults d) :: t -> merge_inputs t d + | (NewExample c) :: t -> merge_inputs t c + +let rec generate_prompt grammar previous_results new_example = + let merged_inputs = merge_inputs [Grammar grammar; PreviousResults previous_results; NewExample new_example] "" in + let output = large_language_model#generate_description merged_inputs in + output + +let rec test_output output = + match large_language_model#test_description output with + | true -> output + | false -> + if iteration < 3 then + let new_output = generate_prompt grammar previous_results output in + test_output new_output + else + "Error: Failed to create a valid prompt after 3 iterations." + +let rec generate_workflow grammar previous_results initial_example = + let new_example = generate_prompt grammar previous_results initial_example in + let output = test_output new_example in + if output <> "Error: Failed to create a valid prompt after 3 iterations." then + (previous_results, output) + else + generate_workflow grammar previous_results initial_example +``` +This code defines the types `input` and `output`, which represent the different types of inputs that can be passed to the function and the output generated by the language model. The function `merge_inputs` takes a list of inputs and concatenates them into a single string, with each input separated by an empty string. + +The function `generate_prompt` generates a prompt for the language model based on the given grammar, previous results, and new example. It uses the helper function `merge_inputs` to combine these inputs into a single string that can be passed to the language model. The resulting output is then returned by the function. + +The function `test_output` tests whether the generated output is valid or not. If it is valid, it returns the output. Otherwise, it recursively calls itself up to 3 times to generate new outputs until a valid one is found. If no valid output is found after 3 iterations, it returns an error message. + +The function `generate_workflow` generates a workflow by repeatedly calling `generate_prompt` and `test_output` with updated inputs until a valid output is found. It takes the grammar, previous results, and initial example as input and returns a tuple of the previous results and the final output. + +This code can be further customized to suit your needs by modifying the types, functions, and helper functions defined in this implementation. The `large_language_model` object used in this code can be replaced with any language model that supports generating descriptions based on inputs and testing the validity of outputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_337.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_337.txt new file mode 100644 index 0000000..b256280 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_337.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code sample. Here's a possible OCaml implementation that incorporates the desired features: + +1. Define data types to represent game objects, properties, behaviors, etc. +2. Implement functions to encode/decode objects into emoji strings and tensors +3. Integrate the large language model and proof engine +4. Create UI components for visualization and user interaction + +OCaml code (incomplete implementation): + +```ocaml +type grammar = string (* A *) +type example = string (* B or C *) +type result = string (* D *) +type 'a stream = 'a list (* sequence of inputs/outputs *) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Define data types to represent game objects, properties, behaviors, etc. *) +type monster = { name : string; health : int; attack : int } +type treasure = { name : string; value : int } +type challenge = { name : string; difficulty : int } + +(* Functions for encoding/decoding objects into emoji strings and tensors *) +let encode_monster m = "👾" ^ m.name ^ "_H" ^ string_of_int m.health ^ "_A" ^ string_of_int m.attack +let decode_monster s = + try + let parts = String.split_on_char '_' s in + { name = List.nth parts 1; health = int_of_string (List.nth parts 2); attack = int_of_string (List.nth parts 3) } + with _ -> failwith "Invalid monster string" + +let encode_treasure t = "💰" ^ t.name ^ "_V" ^ string_of_int t.value +let decode_treasure s = + try + let parts = String.split_on_char '_' s in + { name = List.nth parts 1; value = int_of_string (List.nth parts 2) } + with _ -> failwith "Invalid treasure string" + +(* Integrate the large language model and proof engine *) +let rec generate_prompt grammar examples = + (* Call the large language model with the given grammar and examples *) + let result = large_language_model grammar examples in + (result, result) + +(* Create UI components for visualization and user interaction *) +let render_monster m = "Monster: " ^ m.name ^ ", Health: " ^ string_of_int m.health ^ ", Attack: " ^ string_of_int m.attack +let render_treasure t = "Treasure: " ^ t.name ^ ", Value: " ^ string_of_int t.value + +(* Game loop and user interaction *) +let rec game_loop grammar previous_results new_examples = + let (result, prompt) = generate_prompt grammar (previous_results @ [ new_examples ])) in + (* Visualize the result using shaders and mathpylib *) + visualize_tensor result; + printf "Prompt: %s\n" prompt; + (* Check if the result is valid and update previous_results or ask for a new example *) + let updated_previous_results = check_and_update grammar result in + game_loop grammar updated_previous_results [] +``` + +This code provides an initial implementation of a game loop that generates prompts based on the given grammar and examples. The game loop can be further customized to include user interaction, more data types for objects, and integration with other components like the large language model and proof engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_338.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_338.txt new file mode 100644 index 0000000..810e238 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_338.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs example_count = + let rec merge_helper acc examples = + if examples = [] then + acc + else + let input = List.hd examples in + let output = generate_description input in + let new_examples = + if output.is_good then + examples + else + (input :: List.tl examples) + in + merge_helper {acc with prev_results = output.result} new_examples + in + let rec aux acc examples example_count = + if example_count = 0 then + acc + else + let new_examples = List.map (fun input -> {input with new_example = example}) inputs in + let folder_output = merge_helper acc new_examples in + aux folder_output inputs (example_count - 1) + in + aux {prev_results = ""} inputs example_count + +and generate_description input = + (* Implement the logic for generating a creative and imaginative description of code here. *) + let result = "" in (* Example output *) + {result = result; is_good = true} (* Assume successful generation *) +``` +In this code, we define types for `input` and `output`, which represent the input to the merge function and the output generated by the language model. The `merge_inputs` function takes a list of inputs and an example count, and merges them using the `merge_helper` recursive function. + +The `generate_description` function implements the logic for generating a creative and imaginative description of code, which is not provided in the prompt. It returns an output containing the generated description and a boolean indicating whether it was successful or not. + +The `aux` function is used to repeat the merging process up to a certain example count using tail recursion. + +This code can be customized further to suit your needs, such as by adding error handling or modifying the `generate_description` function to use a large language model and proof engine for generating descriptions of code in the high-tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_339.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_339.txt new file mode 100644 index 0000000..06f90ae --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_339.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. Our goal is to create a meta-magical folder that can merge streams of data from different sources into one. To achieve this, let's extend the given fold\_left function and incorporate user inputs such as grammar, previous results, new examples, and error handling for generating new outputs. + +First, we need to add some additional functions: + +1. `test_output`: A function that tests whether the output is valid or not. +2. `generate_new_output`: A function that creates a new output given the current grammar and examples. +3. `handle_error`: A function that handles errors in generating new outputs up to three times. + +Below is an example of how these functions can be implemented in OCaml: + +```ocaml +(* Test whether the output is valid or not *) +let test_output d = ... + +(* Generate a new output given the current grammar and examples *) +let generate_new_output grammar prev_results new_example = ... + +(* Handle errors in generating new outputs up to three times *) +let handle_error grammar prev_results new_example max_attempts = + let rec aux attempts = + if attempts > max_attempts then failwith "Error: Failed to generate output after maximum attempts" + else + try generate_new_output grammar prev_results new_example with + | e -> aux (attempts + 1) + in + aux 1 + +(* The main meta-magical folder function *) +let rec fold_left_with_merge + ?(grammar = "") ?(max_attempts = 3) + op acc = function + | [] -> if test_output acc then acc else handle_error grammar acc acc max_attempts + | h :: t -> fold_left_with_merge ~grammar ~max_attempts op (op acc h) t +``` + +The `fold_left_with_merge` function takes an optional `grammar` and `max_attempts` parameter. If the accumulated value, `acc`, is not valid after a given step in the fold\_left process, it will call the `handle_error` function to generate a new output up to three times before failing with an error message. This allows for more robust handling of errors and enables better customization for generating prompts and functional workflows using large language models. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_34.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_34.txt new file mode 100644 index 0000000..952dd95 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_34.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function provided in the code snippet. This function applies a given operation recursively to an accumulator and each element of a list from left to right. + +In our case, let's define an abstract data type called `workflow` that represents a sequence of prompts with their corresponding results. We will also implement functions for merging two workflows and testing whether the merged workflow is valid or not. +```ocaml +type 'a workflow = {prompt : string; result : 'a} + +let merge_workflows wf1 wf2 = + let open 'a workflow in + if wf1.result <> wf2.result then + failwith "Workflows cannot be merged due to different results" + else + {prompt = wf1.prompt ^ "\n" ^ wf2.prompt; result = wf1.result} + +let rec merge_workflows_list wfs = + match wfs with + | [] -> failwith "Empty list of workflows" + | h :: t -> + List.fold_left merge_workflows h t + +let test_merged_workflow wf = + (* Implement the function for testing whether a merged workflow is valid or not *) + ... +``` +Now, we can use this `merge_workflows_list` function to merge a list of workflows generated by a large language model using different prompts and initial examples. The resulting merged workflow can then be used as input for the next iteration of the generation process. + +Additionally, we can define a function that generates a new prompt based on the current state of the game, including the player's location, the objects encountered, and the current objective. We can also implement a function for testing whether a generated prompt is valid or not, taking into account the grammar rules of the language model and the context of the game. +```ocaml +let generate_prompt state = + (* Implement the function for generating a new prompt based on the current state of the game *) + ... + +let test_prompt prompt = + (* Implement the function for testing whether a generated prompt is valid or not *) + ... +``` +Finally, we can define the main loop of the generation process that recursively generates prompts and tests their corresponding results until a valid merged workflow is obtained. +```ocaml +let rec generate_workflow grammar state = + let initial_example = generate_prompt state in + let new_example = ref initial_example in + let prev_results = ref [] in + for i = 1 to 3 do + let prompt = generate_prompt state in + let result = process_prompt grammar prompt in + let wf = {prompt; result} in + let new_example' = if test_prompt prompt then Some prompt else !new_example in + prev_results := merge_workflows wf (!prev_results) :: !prev_results; + new_example := new_example'; + done; + match !new_example with + | None -> failwith "Failed to generate a valid prompt after 3 attempts" + | Some prompt -> merge_workflows_list (!prev_results @ [wf]) +``` +This function takes as input the current state of the game and the grammar rules of the language model, and returns a merged workflow that can be used to generate creative and imaginative descriptions of code in the high-tech code-based hacking game. The loop runs up to three times or until a valid prompt is generated, which is then merged with the previous results. + +Note: Some parts of the implementation are left as placeholders (e.g., `process_prompt` and testing functions) that should be implemented based on the specific language model and game context used in the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_340.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_340.txt new file mode 100644 index 0000000..14b5f48 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_340.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_streams (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + and test_output output = + (* Implement test for output here *) + ... + + and create_new_output input = + let new_result = (* Generate new result using input.grammar, input.prev_results, and input.new_example *) + ... + in + { result = new_result; success = true } + + and handle_error output = + if output.success then + output + else + let new_output = create_new_output input in + { result = new_output.result; success = new_output.success } + + in + let initial_input = List.hd inputs in + let initial_output = create_new_output initial_input in + let final_output = + fold_left + (fun output input -> + if test_output output then + handle_error (create_new_output input) + else + output) + initial_output + (List.tl inputs) + in + final_output +``` +In this code, the `merge_streams` function takes a list of `input` records and returns an `output` record. The `input` record contains the grammar, previous results, and new example to be used for generating a new output. The `output` record contains the generated result and a boolean success flag indicating whether the result passed the test or not. + +The `merge_streams` function first defines several helper functions: `fold_left`, which is similar to the one you provided, but with an additional `op` parameter that specifies the operation to be applied to the accumulator and each element of the list; `test_output`, which tests whether the output is valid or not; `create_new_output`, which generates a new output using the input parameters; and `handle_error`, which handles any errors that occur during output generation. + +The function then initializes the accumulator with the first input in the list, creates a new output using this input, and then uses `fold_left` to apply the `op` operation repeatedly to the accumulator and each subsequent input in the list. If an output passes the test, the function calls `handle_error` to generate a new output using the same input parameters. If the result of `handle_error` is successful, it becomes the new accumulator value; otherwise, the original output remains as the accumulator value. + +After processing all inputs in the list, the final output is returned. The `success` field of this output indicates whether any of the generated outputs passed the test or not. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_341.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_341.txt new file mode 100644 index 0000000..29a3fce --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_341.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a given operation to each element of a list, recursively processing the list from left to right. + +In our case, we will adapt this function to merge large language model prompt workflows while incorporating user inputs and previous results. + +First, let's define data types for inputs, outputs, and errors: + +```ocaml +type input = Grammar of string | PreviousResult of string | NewExample of string +type output = string +type error = Error of string +type 'a workflow = input list -> ('a * error) option +``` + +Now, we can define a helper function to apply the provided grammar to an example: + +```ocaml +let apply_grammar (Grammar grammar) example = + try + Some (grammar ^ " " ^ example) + with e -> + None (* Return None on failure *) +``` + +Next, let's define a function to test whether the generated output is valid: + +```ocaml +let test_output output = + if String.length output > 10 then + Some (output, []) + else + None (* Return None on failure *) +``` + +Now, we can implement a function to combine the previous result and new example: + +```ocaml +let merge_inputs (PreviousResult prev) (NewExample newex) = + Some [Grammar ("combine " ^ prev ^ " " ^ newex)] +``` + +Finally, we can define the main `workflow` function that incorporates all these helper functions: + +```ocaml +let rec workflow acc input_list : (string * error) option = + match input_list with + | [] -> Some (acc, []) (* Return accumulated result if no more inputs *) + | h :: t -> + (match h with + | Grammar grammar -> + begin + match apply_grammar grammar acc with + | None -> workflow acc t (* Propagate error *) + | Some new_acc -> workflow new_acc t (* Apply operation and continue *) + end + | PreviousResult prev -> + (match merge_inputs (PreviousResult prev) (NewExample acc) with + | None -> workflow acc t (* Propagate error *) + | Some new_input_list -> workflow acc new_input_list) (* Apply merging and continue *) + | NewExample newex -> + begin + match apply_grammar (Grammar ("generate " ^ acc)) newex with + | None -> workflow acc t (* Propagate error *) + | Some generated -> + let (tested, _) = Option.get (test_output generated) in + workflow tested t (* Test output and continue *) + end) +``` + +This `workflow` function recursively processes the input list by applying the given grammar to a result or merging the previous result with a new example. The function tests the final output, and if valid, it returns the accumulated value. If not, it continues processing the remaining inputs in the same manner, allowing for up to 3 errors before stopping. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_342.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_342.txt new file mode 100644 index 0000000..9387f99 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_342.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation `op` to an accumulator value `acc` and each element `h` of a list `t`, until all elements have been processed. + +We can extend this idea to create a function that merges multiple language model prompts based on their similarities, using the following approach: + +1. Define a similarity function that calculates the similarity between two given prompts. This could be done by comparing the embeddings of the prompts or other features such as keywords, length, or structure. +2. Implement a merging function that takes two similar prompts and combines them into a single prompt. This can involve resolving conflicts, selecting the best parts from each prompt, or creating a new prompt based on the input prompts. +3. Use `fold_left` to apply the merging function recursively to all prompts in a list, starting with an initial accumulator value such as an empty string or an initial example. + +Here's some OCaml code that implements this approach: + +```ocaml +(* Define similarity and merge functions *) +let similarity_function prompt1 prompt2 = + (* Calculate similarity between prompts based on their embeddings, keywords, etc. *) + ... + +let rec merge_prompts acc prompt1 prompt2 = + (* Merge two prompts into a single one. Resolve conflicts, select the best parts, or create a new prompt. *) + ... + +(* Define fold function to recursively apply merge_prompts to all prompts in a list *) +let rec fold_merge op acc = function + | [] -> acc + | h1 :: t when similarity_function h1 (List.hd t) > threshold -> + let h2 = List.hd t in + fold_merge op (op acc (merge_prompts acc h1 h2)) (t |> List.tl) + | h :: t -> fold_merge op (op acc h) t + +(* Initialize variables and call fold_merge *) +let grammar = ... (* The grammar used to generate the prompts *) +let initial_example = ... (* Initial example prompt for the merging process *) +let mutable previous_results = [initial_example] (* Previous results, initialized with the initial example *) + +(* Loop until a desired number of iterations or convergence is achieved *) +for i = 1 to num_iterations do + let new_examples = generate_prompts grammar previous_results in + let mutable new_results = fold_merge (fun acc h -> merge_prompts acc (List.hd h) h) previous_results new_examples in + + (* Test and repeat if necessary *) + ... + + (* Update previous results for the next iteration *) + previous_results <- new_results +done +``` + +This code defines a `fold_merge` function that recursively applies the `merge_prompts` function to all prompts in a list, using the provided similarity function and a threshold value to determine when two prompts are similar enough to be merged. The `generate_prompts` function can be replaced with any method for generating new prompts based on the given grammar, previous results, or other factors. + +After merging, the resulting prompts can be tested for quality and used as input for the next iteration if they pass the test. This process can be repeated until a desired number of iterations is reached or convergence is achieved. The final merged prompts can then be used as starting points for generating creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_343.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_343.txt new file mode 100644 index 0000000..10a930f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_343.txt @@ -0,0 +1,140 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list along with an accumulator that stores the intermediate results. + +First, let's define some data types to represent our game objects and grammars: + +```ocaml +type example = string (* The initial examples for generating prompts *) +type result = string (* The generated descriptions or code *) +type grammar = string (* A rule or set of rules in the grammar *) + +type 'a stream = { mutable data : 'a list; id : int } (* Stream of examples, results, or grammars *) + +type prompt_workflow = { + initial_examples : example stream; + previous_results : result stream; + new_examples : example stream; + grammar : grammar stream; + current_result : result ref; +} +``` + +Now, let's define a function that tests the quality of the generated result: + +```ocaml +let test_result result = + (* Implement your testing logic here *) + true + +let rec update_current_result workflow = + if not (test_result !workflow.current_result) then begin + if workflow.new_examples.data <> [] && workflow.previous_results.data <> [] then ( + let new_example = List.hd workflow.new_examples.data in + let prev_result = List.hd workflow.previous_results.data in + workflow.current_result := + LanguageModel.generate_description ~grammar:workflow.grammar.data ~prev_result ~new_example; + workflow.new_examples.data <- List.tl workflow.new_examples.data; + workflow.previous_results.data <- List.tl workflow.previous_results.data; + ) else if workflow.new_examples.data <> [] then ( + let new_example = List.hd workflow.new_examples.data in + workflow.current_result := + LanguageModel.generate_description ~grammar:workflow.grammar.data ~prev_result:!workflow.current_result ~new_example; + workflow.new_examples.data <- List.tl workflow.new_examples.data; + ) else if workflow.previous_results.data <> [] then ( + let prev_result = List.hd workflow.previous_results.data in + workflow.current_result := + LanguageModel.generate_description ~grammar:workflow.grammar.data ~prev_result:!workflow.current_result ~new_example:""; + workflow.previous_results.data <- List.tl workflow.previous_results.data; + ) else ( + (* Handle the case when no new examples or previous results are available *) + workflow.current_result := !workflow.current_result + ); + end +``` + +Next, let's define a function that updates the prompt workflow by applying the language model and testing the result: + +```ocaml +let rec update_workflow workflow = + update_current_result workflow; + if not (test_result !workflow.current_result) then + if List.length workflow.new_examples.data > 0 && List.length workflow.previous_results.data > 0 then ( + update_workflow workflow + ) else if List.length workflow.new_examples.data > 0 then ( + let new_example = List.hd workflow.new_examples.data in + workflow.current_result := + LanguageModel.generate_description ~grammar:workflow.grammar.data ~prev_result:!workflow.current_result ~new_example; + workflow.new_examples.data <- List.tl workflow.new_examples.data; + if test_result !workflow.current_result then + update_workflow workflow + ) else if List.length workflow.previous_results.data > 0 then ( + let prev_result = List.hd workflow.previous_results.data in + workflow.current_result := + LanguageModel.generate_description ~grammar:workflow.grammar.data ~prev_result:!workflow.current_result ~new_example:""; + workflow.previous_results.data <- List.tl workflow.previous_results.data; + if test_result !workflow.current_result then + update_workflow workflow + ) else ( + (* Handle the case when no new examples or previous results are available *) + () + ); + (); +``` + +Finally, let's define a function that creates and initializes a new prompt workflow: + +```ocaml +let create_prompt_workflow ~initial_examples ~previous_results ~new_examples ~grammar = + let workflow = { + initial_examples = { data = initial_examples; id = Random.int max_int }; + previous_results = { data = previous_results; id = Random.int max_int }; + new_examples = { data = new_examples; id = Random.int max_int }; + grammar = { data = grammar; id = Random.int max_int }; + current_result = ref ""; + } in + update_workflow workflow; + workflow +``` + +Now you can use the `create_prompt_workflow` function to create a new prompt workflow, which will generate descriptions or code based on the given grammars and examples. You can customize this implementation by modifying the `test_result`, `update_current_result`, `update_workflow`, and `create_prompt_workflow` functions according to your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_344.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_344.txt new file mode 100644 index 0000000..5fe92a1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_344.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a given operation recursively to each element of a list along with an accumulator value. + +First, let's define some data types that represent different inputs and outputs in our system: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type 'a folder = + | Done of 'a + | Error of error + | Loop of (grammar * example * 'a folder) list +``` + +Now, let's write a new function that takes `fold_left`, and make it suitable for our needs: + +```ocaml +(* Our folding operation: + grammar : A + previous_result : D initially, Initial example : B + new_example : C +*) +let rec folder_operation (grammar : grammar) (previous_result : result) (new_example : example) : 'a folder = + let op acc (g, e, f) = + (* Generate a new output based on the given grammar, previous result and new example. *) + let new_output = generate_output g previous_result new_example in + (* Test the new output and return either Done with the new output or an Error message. *) + if test_output new_output then + Done new_output + else + Loop [(g, e, f)] + in + match previous_result with + | "" -> (* No previous result, use initial example instead. *) + Loop [(grammar, new_example, (folder_operation grammar new_example new_example))] + | _ -> fold_left op (Loop [(grammar, previous_result, (folder_operation grammar previous_result new_example))]) [("", "", Done "STOP")] +``` + +The `generate_output` function generates a new output based on the given grammar, previous result and new example. The `test_output` function tests whether a new output is valid or not. These functions need to be implemented according to your specific requirements. + +The main difference between this code snippet and the initial one is that we now have a more complex accumulator value `'a folder`, which can represent an ongoing loop, done state or error message. The operation function checks whether a new output is valid or not and returns an appropriate status accordingly. If it fails to produce a valid output, it continues to loop by updating the list of folding operations. + +This design allows you to create prompts and functional workflows for a large language model in a flexible way that can be customized based on your game's requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_345.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_345.txt new file mode 100644 index 0000000..c75e261 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_345.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml implementation that merges large language model prompt workflows: + +```ocaml +(* Types *) +type 'a stream = { hd : 'a; tl : 'a stream } +type ('a, 'b) merge_func = 'a * 'a -> 'b +type ('a, 'b) fold_func = 'a -> 'b -> 'a + +(* Helper functions *) +let rec take n s = + if n <= 0 then [] else + match s with { hd = h; tl = tl } -> h :: (take (n - 1) tl) + +let stream_of_list lst = + let rec helper acc i = function + | [] -> { hd = List.nth_opt acc i; tl = helper acc (i + 1) [] } + | h :: t -> { hd = h; tl = helper (h :: acc) (i + 1) t } + in + helper [] 0 lst + +(* Main functions *) +let merge_streams : ('a, 'b) merge_func -> 'a stream -> 'a stream -> 'b stream = +fun merge_f s1 s2 -> + let rec merge_helper acc s1 s2 = + match s1, s2 with + | { hd = h1; tl = tl1 }, { hd = h2; tl = tl2 } -> + { hd = (merge_f h1 h2); tl = merge_helper acc tl1 tl2 } + in + let merged_head = merge_helper { hd = []; tl = { hd = (); tl = {} } } s1 s2 in + stream_of_list (take 10000 (merged_head.hd)) + +let rec fold_stream : ('a, 'b) fold_func -> 'a -> 'b stream -> 'a = +fun fold_f acc s -> + let rec helper acc s = + match s with + | { hd = h; tl = tl } -> fold_f (helper acc tl) h + in + helper acc s + +(* Usage example *) +let merge_function : string * string -> string = +fun (a, b) -> a ^ "|" ^ b + +let grammar_A = stream_of_list ["grammar"; "A"] +let prev_results_D = stream_of_list ["prev_results"; "D"] +let new_example_C = stream_of_list ["new_example"; "C"] + +let merged_stream = merge_streams merge_function grammar_A new_example_C +let final_result = fold_stream (fun acc x -> acc ^ " " ^ x) "" merged_stream +``` + +The code above defines types and helper functions, a `merge_streams` function that merges two streams using the provided merge function, and a `fold_stream` function that folds over a stream with an accumulator. The example usage demonstrates merging two streams of strings and then folding them to create a single string based on the given folder function. + +This system allows you to generate prompts and functional workflows for a large language model using custom merge functions, input streams, and fold functions tailored to your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_346.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_346.txt new file mode 100644 index 0000000..b5f88aa --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_346.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. Here's a possible OCaml implementation: + +1. Define data structures to represent the game components. +2. Implement functions to handle different aspects of the game. +3. Integrate the language model and proof engine. +4. Create a main loop to drive the game. + +Here's an outline of the code: + +```ocaml +type example = string (* Replace with your actual example type *) +type result = string (* Replace with your actual result type *) +type grammar = string (* Replace with your actual grammar type *) + +let rec fold_left op acc examples = + match examples with + | [] -> acc + | h::t -> fold_left op (op acc h) t + +(* Example-specific functions go here *) + +let test_example result grammar prev_result = ... + +let generate_description grammar prev_result new_example = ... + +(* Main game loop *) +let rec play_game () = + let starting_grammar = ... in + let starting_result = ... in + let starting_examples = ... in + + let current_grammar = ref starting_grammar in + let current_result = ref starting_result in + let examples = ref starting_examples in + + while !examples <> [] do + let new_example = List.hd !examples in + examples := List.tl !examples; + + if test_example !current_result !current_grammar new_example then + () + else + current_result := generate_description !current_grammar !current_result new_example + done; + ... + +(* Initialize and start the game *) +play_game () +``` + +Replace the placeholders (`...`) with your specific implementations. This code provides a starting point for integrating your large language model and proof engine to generate creative and imaginative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_347.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_347.txt new file mode 100644 index 0000000..378e1a1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_347.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + merged_text : string; + is_successful : bool; +} + +let merge_inputs inputs = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let grammar = List.map fst inputs in + let previous_results = List.map snd inputs in + let new_examples = List.map (fun (_, _, ex) -> ex) inputs in + { + merged_text = fold_left merge_grammar_and_examples "" (List.combine grammar new_examples); + is_successful = List.for_all (fun x -> x.is_successful) inputs; + } +and merge_grammar_and_examples acc (grammar, new_example) = + let merged_text = LanguageModel.generate_description grammar new_example in + if LanguageModel.test_output merged_text then + merged_text ^ "\n" ^ acc + else + acc + +let rec merge_with_errors inputs errors = + match inputs with + | [] -> { merged_text = ""; is_successful = List.length errors = 0 } + | h :: t -> ( + match merge_inputs [h] with + | { merged_text = good_text; is_successful = true } -> + merge_with_errors t (errors @ []) + | { merged_text = error_text; is_successful = false } -> + if errors < 3 then + merge_with_errors (t @ [h]) (errors + 1) + else + { merged_text = good_text ^ "\n" ^ error_text; is_successful = false } + ) +``` +This code defines two types, `input` and `output`, to represent the inputs and outputs of the merge process. The `merge_inputs` function takes a list of inputs and returns an output with the merged text generated from all the inputs. The `fold_left` function is used to iterate through the grammar and new examples in parallel, generating descriptions for each pair using the `LanguageModel.generate_description` function. + +The `merge_grammar_and_examples` function takes a partial merged text (accumulator) and a pair of grammar and new example, generates a description using the `LanguageModel.generate_description` function, and tests it with the `LanguageModel.test_output` function. If the output is good, it prepends the generated text to the accumulator; otherwise, it just returns the accumulator. + +The `merge_with_errors` function is a helper function that recursively calls `merge_inputs` up to 3 times if an error occurs in generating the description for an input. If all inputs are successful, it simply merges them together and returns the output. Otherwise, it includes the error text in the merged text and sets the success flag to false. + +Note that this code is just a starting point and may need further customization and adjustment based on the specific requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_348.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_348.txt new file mode 100644 index 0000000..63a586f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_348.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type result = { + text: string; + success: bool; +} + +let merge_grammars grammars examples max_errors = + let rec merge_impl grammar examples acc errors = + if errors > max_errors then + { text = "Error limit reached"; success = false } + else if List.length examples == 0 then + { text = "No more examples to try"; success = false } + else + let example = List.hd examples in + let new_result = generate_text grammar example in + if new_result.success then + merge_impl grammar (List.tl examples) (new_result.text :: acc) errors + else + merge_impl grammar examples acc (errors + 1) + in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merged_texts = fold_left merge_impl grammars examples [example] 0 in + { text = String.concat "\n" merged_texts; success = true } + +let rec generate_text grammar example = + (* Implement the code for generating text using a large language model here *) + { text = "Generated text goes here"; success = true } +``` +The `merge_grammars` function takes in a list of grammars, a list of examples, and a maximum number of errors to allow before giving up. It recursively calls the `generate_text` function with each grammar and example combination until it finds one that succeeds or reaches the maximum number of errors. The merged text is returned as a string in the `text` field of the result object. + +The `generate_text` function should be implemented to generate text using a large language model given a grammar and an example. This implementation is left out for brevity. + +The `fold_left` function is used here to apply the `merge_impl` function recursively to each pair of grammars and examples. The accumulator `acc` is used to collect the merged text from each iteration. + +Overall, this implementation provides a flexible and customizable system for generating prompts and functional workflows for a language model that can be used in a high tech code-based hacking game or other applications. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_349.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_349.txt new file mode 100644 index 0000000..dfbba05 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_349.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. We will modify it to suit our needs and create a more sophisticated fold operation that incorporates error handling, testing, and retry logic. + +First, let's define some helper functions for this task: + +1. `test_output`: A function that tests whether the generated output is valid or not. It takes the generated output as input and returns a boolean value indicating its validity. +2. `retry_operation`: A function that handles errors and retries the operation up to three times if it fails. + +Now, let's redefine the `fold_left` function, which we will call `merge_prompt_workflows`. This new function will incorporate error handling, testing, and retry logic. We will also include a helper function `apply_operation`, which is responsible for applying the given operation to a single element of the list. + +Here's the full OCaml code: + +```ocaml +(* Helper functions *) +let test_output output = ... (* Define your own output testing logic here *) + +let retry_operation op max_retries acc input = + let rec aux count acc input = + if count > max_retries then acc + else + match op acc input with + | Ok acc -> acc + | Error _ -> aux (count + 1) acc input + in + aux 0 acc input + +(* Main function to merge prompt workflows *) +let rec merge_prompt_workflows operation accumulator = function + | [] -> accumulator + | h :: t -> + let new_accumulator = retry_operation (fun acc x -> apply_operation operation acc x) 3 accumulator h in + if test_output new_accumulator then merge_prompt_workflows operation new_accumulator t + else new_accumulator + +and apply_operation op acc input = ... (* Define your own operation application logic here *) +``` + +You can use this `merge_prompt_workflows` function to merge large language model prompt workflows with error handling, testing, and retry logic. Make sure to define the helper functions `test_output`, `apply_operation`, and any other necessary functions according to your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_35.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_35.txt new file mode 100644 index 0000000..ba861ff --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_35.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. We will modify this function to suit our needs by incorporating error handling, testing, and revisions of generated outputs up to three times. + +Here's an OCaml code that implements the described functionality: + +```ocaml +(* Helper functions *) +let safe_apply f x = + try Some (f x) with e -> None + +let is_some = function + | Some _ -> true + | None -> false + +let get_some = function + | Some x -> x + | None -> failwith "None value reached, expected Some" + +(* Main fold_left with error handling and testing *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_d = safe_apply (op acc h) in + match new_d with + | Some d when is_good_output d -> fold_left op d t + | _ -> + let revised_d = ref d in + for i = 1 to 3 do + let new_d' = safe_apply (op !revised_d h) in + match new_d' with + | Some d' when is_good_output d' -> revised_d := d'; fold_left op !revised_d t + | _ -> () + done; + failwith "Unable to generate valid output" + +and is_good_output d = test_function d (* Define this based on your game-specific conditions *) +``` + +In the provided code, we have added a `safe_apply` function that wraps any function application with proper error handling. Additionally, `is_some`, `get_some`, and `fold_left` functions have been revised to include error handling and revisions of generated outputs up to three times. + +The `is_good_output` function is a placeholder for the game-specific conditions that test whether an output should be considered valid or not. Replace it with appropriate testing logic based on your requirements. + +With this implementation, we have created a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_350.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_350.txt new file mode 100644 index 0000000..f1b2b7f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_350.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. We will modify it to suit our needs by incorporating error handling, testing, and retry mechanisms. Here's an OCaml code implementation for the meta magical folder: + +```ocaml +(* Helper functions *) +let rec apply_three_times f x = + match f x with + | Exception _ as e -> e + | result -> + (try + let r1 = apply_three_times f (f result) in + r1 + with + | Exception _ as e -> e) + +let test_and_retry example good_result = + if example = good_result then + Some example + else + None + +(* Folder function definition *) +let rec fold_magic op acc grammar prev_results new_example = + let (new_output, _) as result = + try + (op acc new_example) + with + | e -> (acc, Exception e) + in + + (* Test the output and retry if necessary *) + match test_and_retry new_output prev_results with + | Some _ as good -> result + | None -> + (try + let retried = apply_three_times (fold_magic op acc grammar) result in + retried + with + | e -> + (* If all retries fail, return the original error *) + (acc, Exception e)) + +(* Usage example *) +let my_operation acc x = + (* Perform some complex operations here based on the grammar and inputs *) + ... + +let () = + let grammar = "A" in + let prev_results = "D" in + let new_example = "C" in + + let (final_output, _) as result = + fold_magic my_operation ("", None) grammar prev_results new_example + in + ... +``` + +The `fold_magic` function takes an operation, accumulator, grammar, previous results, and a new example. It applies the given operation to the accumulator and the new example while handling errors and retries up to three times if necessary. The folding process is repeated until valid output is generated or all retries are exhausted. This provides a flexible framework for generating prompts and functional workflows using large language models in the context of the described hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_351.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_351.txt new file mode 100644 index 0000000..b5a0456 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_351.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a fold\_left function for merging large language model prompt workflows: + +let rec fold\_left op acc = function +| [] -> acc +| h::t as lst -> +let (new\_acc, new\_ex) = Op.apply op acc h in +let () = printf "Applied op to %s and %s\n" (Example.to\_string h) (Example.to\_string acc) in +let () = Example.set\_current new\_ex in +(match List.hd lst with +| Some nxt -> +let rec merge\_loop d = +if d <= 3 +then ( +let () = printf "Attempt %d:\n" d in +let res = Model.generate\_description () in +let () = printf "Generated: %s\n" res in +if Model.test\_output res +then ( +let () = printf "Success!\n" in +fold\_left op new\_acc t +) +else ( +let () = printf "Failure.\n" in +merge\_loop (d + 1) +) +) +else ( +printf "Error: maximum number of attempts exceeded.\n"; +exit 1 +) in +merge\_loop 1 +| None -> new\_acc) +) + +This code defines a recursive function fold\_left that takes an operation op, an accumulator acc, and a list lst as input. It applies the operation to the first two elements of the list (if any), updates the accumulator and example accordingly, and then recursively processes the rest of the list. If the end of the list is reached, it returns the final accumulator value. The code also includes some print statements for visualizing the execution of the function. + +Note that this is just an example implementation, you may need to modify or extend it to fit your specific use case and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_352.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_352.txt new file mode 100644 index 0000000..60d87e8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_352.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The goal is to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. I will provide an OCaml code template that incorporates your requirements, including merging streams from a large language model prompt workflow. + +First, let's define some types to represent our data: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type fold_function = (result -> example -> result) +``` + +Now we can modify the `fold_left` function and adapt it for merging streams from a large language model prompt workflow: + +```ocaml +let rec merge_prompts + (grammar : grammar) + (previous_results : result ref) + (new_examples : example list) + (fold_func : fold_function) + (max_errors : int) = + let rec aux acc examples errors_left = + match examples, errors_left with + | [], _ -> !previous_results (* Return the final result *) + | _, 0 -> previous_results := acc; "" (* Exceeded max_errors, reset accumulator and stop *) + | h::t, _ -> + let d = fold_func acc h in + if String.length d > 0 then + aux d t (errors_left - 1) + else + aux acc t errors_left + in + previous_results := fold_func !previous_results (List.hd new_examples); (* Initialize with the first example *) + let final_result = aux (!previous_results) (List.tl new_examples) max_errors in + final_result +``` + +This function uses a `fold_function` to process the examples while keeping track of previous results and errors. It recursively applies the given folding function to each example, updating the accumulator with new results. If an error occurs (i.e., the generated description has no content), it will feed the error back into the system up to `max_errors` times. After processing all examples, the final result is returned as a string. + +Here's an example of how you might use the `merge_prompts` function: + +```ocaml +let my_fold_function acc ex = + (* Implement your folding logic here *) + "" + +let grammar = "My Grammar" +let previous_results = ref "" +let new_examples = ["Example1"; "Example2"; "Example3"] +let max_errors = 3 + +let final_result = merge_prompts grammar previous_results new_examples my_fold_function max_errors +``` + +Replace the `my_fold_function` with your custom logic for generating prompts and functional workflows based on the provided grammar, examples, and previous results. The `merge_prompts` function will handle updating the accumulator and error management as described above. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_353.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_353.txt new file mode 100644 index 0000000..ac739b1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_353.txt @@ -0,0 +1,126 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list along with an accumulator that stores the intermediate results. + +First, let's define the data structures needed for our system: + +1. A discriminated union for different types of inputs (grammar, previous results, new examples) and errors. +2. A function type for applying operations to input elements and updating the accumulator. + +Here is an updated version of the `fold_left` function that handles multiple input types and errors: + +```ocaml +type ('a, 'b) op = 'a -> 'b -> 'a + +type input = + | Grammar of string + | PreviousResults of string + | NewExample of string + | Error of string + +type 'a acc = + | Acc of 'a + | ErrorAcc of string + +let rec fold_left (op : ('a, input) op) (acc : 'a acc) = function + | [] -> + (match acc with + | Acc a -> Acc a + | ErrorAcc e -> ErrorAcc e) + | h :: t -> ( + match acc with + | Acc a -> ( + match h with + | Grammar g -> fold_left op (op a g) t + | PreviousResults p -> fold_left op (op a p) t + | NewExample n -> fold_left op (op a n) t + | Error e -> ErrorAcc e) + | ErrorAcc e -> ErrorAcc e) +``` + +Now, let's define a helper function `apply_operation` that applies an operation to the accumulator and input element: + +```ocaml +let apply_operation (op : ('a, 'b) op) (acc : 'a acc) (input : 'b) = + match acc with + | Acc a -> Acc (op a input) + | ErrorAcc e -> ErrorAcc e +``` + +We can now use the `fold_left` function and the `apply_operation` helper to implement the game's workflow: + +1. Initialize the accumulator with the initial example (B). +2. Loop through a list of inputs (A, C) and update the accumulator accordingly using the `apply_operation` helper. +3. Test the final result in the accumulator (D). If it's good, repeat the loop with new D as input; otherwise, feed the error back to create a new D up to 3 times. + +Here is an example implementation: + +```ocaml +let rec process_inputs inputs : string acc = + let base_op (a : string acc) (input : input) = apply_operation merge input a in + fold_left base_op (Acc "B") inputs + +let rec game_loop (current_state : string acc) : unit = + match current_state with + | Acc d -> + let new_inputs = create_new_inputs d in + let processed_inputs = process_inputs new_inputs in + (match processed_inputs with + | Acc d' -> + if is_good d' then + game_loop (Acc d') + else + feed_error_back (Acc d) 3; + | ErrorAcc e -> feed_error_back current_state 3) + | ErrorAcc e -> feed_error_back current_state 3 + +let rec feed_error_back (current_state : string acc) (attempts_left : int) : unit = + if attempts_left > 0 then + let new_inputs = create_new_inputs (extract_error_message current_state) in + let processed_inputs = process_inputs new_inputs in + game_loop processed_inputs + else + handle_failure (extract_error_message current_state) +``` + +In this implementation, we assume the existence of helper functions like `create_new_inputs`, `is_good`, `merge`, and `handle_failure`. These functions should be tailored to fit your specific game requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_354.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_354.txt new file mode 100644 index 0000000..9651e7c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_354.txt @@ -0,0 +1,124 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the fold\_left function: +```ocaml +(* This module contains functions for generating prompts and functional workflows *) +module PromptGenerator = struct + (* The type of a prompt generator function *) + type 'a t = 'a -> string + + (* The initial example prompt *) + let initial_example : string t = fun _ -> "A text adventure game in a high-tech code-based hacking dungeon..." + + (* The grammar prompt *) + let grammar : (string * string) list t = + let open List in + fun grammars -> + match grammars with + | [] -> "No grammars provided" + | h :: t -> + let rec aux acc = function + | [] -> String.concat "\n" (List.rev acc) + | (k, v) :: rest -> + aux ((k ^ ": " ^ v) :: acc) rest + in + aux [] (List.sort ~compare:(fun (_, a) (_, b) -> compare a b) grammars) + end + +(* This module contains functions for testing and generating new outputs *) +module OutputGenerator = struct + (* The type of an output generator function *) + type 'a t = 'a -> string -> ('a * bool) option + + (* The initial result *) + let initial_result : ('a * bool) t = fun _ _ -> Some ((false, "Initial result"), true) + + (* The test function for an output generator *) + let test : ('a * bool) t -> 'a -> (string * 'a * bool) option = + fun gen acc -> + match gen acc "" with + | None -> None + | Some (new_acc, to_continue) -> + if to_continue then + Some ((new_acc, false), true) + else + Some (new_acc, false) + + (* The error feedback function for an output generator *) + let error_feedback : ('a * bool) t = fun _ _ -> Some ((false, "Error feedback"), false) + + (* The function that generates new outputs based on the previous result and a new example *) + let generate : ('a * bool) t -> 'a -> string -> int -> ('a * bool) option = + fun gen acc new_ex str_num -> + if str_num > 3 then + None + else + (match test gen acc new_ex with + | Some res -> Some res + | None -> + (match error_feedback gen acc "" with + | Some (new_acc, _) -> generate gen new_acc new_ex (str_num + 1) + | None -> None)) +end + +(* The type of a language model *) +type 'a language_model = { + prompt : 'a t; + output : 'a t * ('a * bool) t * ('a * bool) t; +} + +(* A sample language model for generating descriptions of code in a high-tech code-based hacking game *) +let hacking_game_model : (string * (string list * (string -> string) * (string -> int -> string option))) language_model = { + prompt = PromptGenerator.initial_example; + output = ( + OutputGenerator.initial_result, + OutputGenerator.test, + OutputGenerator.generate + ) +} +``` +In this code, the `PromptGenerator` module contains functions for generating prompts based on grammars and initial examples. The `OutputGenerator` module contains functions for testing and generating new outputs based on a given output generator function, which can be used to generate new prompts or functional workflows. The `language_model` type is used to define the structure of a language model, which consists of a prompt generator function and an output generator function with test and error feedback functions. + +The `hacking_game_model` is a sample language model for generating descriptions of code in a high-tech code-based hacking game. It uses the `PromptGenerator` and `OutputGenerator` modules to generate prompts and outputs based on grammars, initial examples, and previous results. The language model can be customized by modifying the prompt generator function and the output generator functions with their respective test and error feedback functions. + +The code can be tested in the OCaml top-level environment or used in a larger program to generate prompts and functional workflows for a language model. The `fold_left` function is used in the implementation of the `generate` function in the `OutputGenerator` module to recursively apply the output generator function to the previous result and new example until a valid output is generated or the maximum number of attempts is reached. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_355.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_355.txt new file mode 100644 index 0000000..ca2fd1d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_355.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```sql +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + try + let d = op acc h in + if test_output d then + fold_left op d t + else + let d' = create_new_output d in + if test_output d' then + fold_left op d' t + else + let d'' = create_new_output d' in + if test_output d'' then + fold_left op d'' t + else + failwith "Could not generate a valid output after 3 attempts" + with e -> + let d' = create_new_output acc in + if test_output d' then + fold_left op d' t + else + let d'' = create_new_output d' in + if test_output d'' then + fold_left op d'' t + else + failwith "Could not generate a valid output after 3 attempts" + +let merge_workflows grammar initial_example new_example = + let folder acc x = + match x with + | `Grammar g -> g + | `PreviousResults pr -> pr + | `NewExample ne -> ne + | `Test t -> t in + fold_left folder (`Grammar grammar) [initial_example; new_example] +``` +The function `fold_left` takes an operator, an accumulator, and a list of elements. It applies the operator to the accumulator and the first element of the list, then recursively applies the operator to the result and the rest of the list. If the operator raises an exception, it catches it and creates a new output using `create_new_output` before continuing with the next iteration. + +The function `merge_workflows` defines a folder function that takes an accumulator and an element, and matches on the type of the element to extract the relevant information for merging the workflows. The accumulator is initialized as `Grammar grammar`, and then the initial example and new example are appended to it using the `folder` function. + +This code can be used to merge two large language model prompt workflows by calling `merge_workflows grammar initial_example new_example`. The resulting output can be tested for validity, and if it passes the test, it is returned as the merged output. If it fails the test, a new output is generated using `create_new_output`, up to three times, before raising an exception. + +Note that this code assumes the existence of the functions `test_output` and `create_new_output`, which are specific to your use case. The function `test_output` should test whether a given output is valid or not, while `create_new_output` should generate a new output based on a previous output. These functions can be implemented using your large language model and proof engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_356.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_356.txt new file mode 100644 index 0000000..7ab5b46 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_356.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. Our goal is to create a meta-magical folder that can merge streams of the matrix together into one. + +First, let's rewrite the fold\_left function with more descriptive names: + +```ocaml +let rec merge_matrix op acc input_stream = + match input_stream with + | [] -> acc + | h :: t -> merge_matrix op (op acc h) t +``` + +Next, we define a function that tests whether an output is good or not: + +```ocaml +let is_good_output output = + (* Implement your test for a good output here *) + true +``` + +Now, we create the meta-magical folder that takes inputs (grammar A, previous results D, new example C), and merges streams while testing and retrying up to three times if an output is not good: + +```ocaml +let rec meta_magic_folder grammar initial_examples max_retries merge_op test_op = + let rec merge_and_test acc input_stream = + match input_stream with + | [] -> acc + | h :: t -> + let merged = merge_op acc h in + if test_op merged then merged + else merge_and_test merged t + in + let rec try_merge input_streams retries = + match input_streams with + | [] -> raise (Failure "Empty list of streams") + | h :: t -> + try + let merged = merge_and_test initial_examples h in + merged + with _ when retries > 0 -> try_merge t (retries - 1) + in + fun input_streams -> + try_merge (List.map (fun x -> [x]) input_streams) max_retries +``` + +To use the meta-magical folder: + +```ocaml +let matrix_folder grammar examples = meta_magic_folder grammar examples 3 merge_matrix is_good_output +``` + +This system enables you to create prompts and functional workflows for a large language model, merging streams of the matrix together based on your desired criteria. You can customize it further by modifying the `merge_op`, `test_op`, or `meta_magic_folder` functions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_357.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_357.txt new file mode 100644 index 0000000..40d17bf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_357.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```python +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec aux acc inputs = + match inputs with + | [] -> acc + | h::t -> + let merged = h.grammar ^ " " ^ h.prev_results ^ " " ^ h.new_example in + let result = RunLanguageModelPrompt merged in (* replace this with actual function for running language model *) + aux {result = result; success = true} t + in + aux {result = ""; success = false} inputs + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_multiple_prompts (inputs : input list list) : output = + let merged_inputs = List.flatten inputs in + fold_left merge_prompts {result = ""; success = false} merged_inputs +``` +In this code, we define two types: `input` and `output`. The `input` type represents the input to the prompt merger, which consists of a grammar string, previous results string, and a new example. The `output` type represents the result of the prompt merger, which includes the merged output string and a boolean success flag. + +The `merge_prompts` function takes a list of inputs and returns a single output after merging them using the specified grammar, previous results, and new example. This function uses a helper function `aux` to recursively process each input in the list, accumulating the merged result as it goes along. + +The `fold_left` function is defined as before, but now takes a more complex function `merge_prompts` as its operation. This allows us to merge multiple lists of prompts together using the `merge_multiple_prompts` function. + +Note that the actual function for running the language model prompt has been replaced with a placeholder `RunLanguageModelPrompt`, which should be replaced with an actual implementation. Additionally, error handling and retry logic as described in the prompt have not been implemented in this code sample. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_358.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_358.txt new file mode 100644 index 0000000..bd6ff5f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_358.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of your high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + tested : bool; +} + +let rec merge_language_model_workflows ~max_errors input = + let open Option in + let folder acc input = + let { grammar; prev_results; new_example } = input in + let merged = grammar ^ "\n" ^ prev_results ^ "\n" ^ new_example in + { merged; tested = false } + in + let rec merge_and_test acc i = + if i > max_errors then None + else + let output = folder acc (List.nth input i) in + let result = test_output output.merged in + if result then Some { merged = output.merged; tested = true } + else merge_and_test acc (i + 1) + in + match merge_and_test { merged = ""; tested = false } 0 with + | None -> None + | Some output -> Some output + +let test_output output = + (* add your testing logic here *) + true +``` +The `merge_language_model_workflows` function takes as input a list of `input` records, each containing the grammar, previous results, and new example to be merged. The function uses a recursive `folder` function to merge the inputs into a single output string, which is then tested using the `test_output` function. If the output passes the test, the function returns the merged output in an `output` record with the `tested` field set to true. If not, the function recursively tries merging and testing up to `max_errors` times, returning None if all attempts fail. + +The `test_output` function is a placeholder where you can add your own testing logic for checking the validity of the merged output. You can replace it with any function that takes an output string and returns a boolean indicating whether the output is valid or not. + +Note that this implementation is just a starting point, and you may need to modify it further to fit the specific requirements of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_359.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_359.txt new file mode 100644 index 0000000..0ab473b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_359.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* The function that tests if a result is good or not *) +let test_result : result -> (example * result) option = fun _ -> None + +(* The function that creates a new output given a grammar, previous results, and a new example *) +let create_output : string -> (example * result) list -> example -> (example * result * error) option = fun grammar prev_examples new_example -> + (* Implement the logic of creating a new output here *) + None + +(* The function that folds streams of examples, results, and errors into one *) +let rec merge_streams : (example * result * error) list ref -> (example * result) list ref -> (example * result) list ref -> unit = fun errors prev_results new_examples -> + if !((List.length !errors) + (List.length !prev_results) + (List.length !new_examples)) > 0 then + let (next_error, next_prev_result, next_new_example) = + match (!errors, !prev_results, !new_examples) with + | [], prev_results, new_examples -> (None, prev_results, new_examples) + | Some error, prev_results, new_examples -> (Some error, prev_results, new_examples) + | None, prev_result :: prev_results', new_examples -> + let grammar = fst prev_result in + (None, List.append [prev_result] prev_results', + match create_output grammar prev_results' (fst prev_result) with + | Some (new_example, new_result, error) -> (Some (new_example, new_result, error)) :: new_examples + | None -> new_examples) + in + merge_streams errors prev_results' next_new_example; + (match next_error with + | Some error -> Printf.printf "Error: %s\n" error + | None -> ()); + (match test_result next_prev_result with + | Some _ -> merge_streams errors prev_results' new_examples + | None -> ()) + else () + +(* Initialize the streams of examples, results, and errors *) +let examples = ref [] +let results = ref [] +let errors = ref [] + +(* Add an initial example and result to the streams *) +examples := ("initial example", "") :: !examples; +results := ("initial result", "") :: !results; + +(* Loop through new examples, create outputs, test results, and fold streams together until a good result is found or 3 attempts have been made *) +let rec generate_prompt grammar prev_results = function + | [] -> raise Exit + | (new_example, _) :: new_examples -> + let (next_error, next_prev_result, next_new_examples) = + match create_output grammar prev_results new_example with + | Some (new_example, result, error) -> (Some ("create output", error), (new_example, result) :: prev_results, new_examples) + | None -> (None, prev_results, new_examples) + in + errors := !errors @ [next_error]; + results := List.append [(new_example, result)] !results; + if test_result (new_example, result) <> Some _ then + begin + Printf.printf "Error: %s\n" (match next_error with | Some error -> error | None -> "Test result was not good"); + if List.length !errors >= 3 then raise Exit; + generate_prompt grammar (List.append [(new_example, result)] prev_results) new_examples + end + else merge_streams errors results next_new_examples +in +generate_prompt "grammar" [] !examples +``` +The code defines the types `example`, `result`, and `error`, which can be replaced with the actual types of examples, results, and errors. The function `test_result` tests if a result is good or not, and can be implemented based on the criteria for a good result. The function `create_output` creates a new output given a grammar, previous results, and a new example, and can be implemented based on the logic of generating outputs from examples. + +The main function `merge_streams` takes three streams of examples, results, and errors as input, and folds them into one by creating new outputs, testing results, and merging the streams together until a good result is found or 3 attempts have been made. The `generate\_prompt` function calls `merge\_streams` with initial examples and grammar to start generating prompts for the language model. + +The code can be further customized based on the specific requirements of the prompt generation task. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_36.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_36.txt new file mode 100644 index 0000000..dae15e6 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_36.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code sample. This recursive function applies a binary operation (`op`) to an accumulator (`acc`) and each element of a list (`h :: t`). It continues until it reaches the end of the list (`[]`), at which point it returns the final accumulated value. + +We can adapt this code to suit our needs by creating a more comprehensive function that merges large language model prompt workflows and incorporates testing, error handling, and iteration as described in the prompt. Here's an OCaml implementation of the required `meta_magical_folder` function: + +```ocaml +type example = { grammar : string; result : string} +type config = { initial_examples : example list; new_example : example; max_attempts : int } + +let meta_magical_folder config = + let rec merge_workflows examples config acc = + match examples with + | [] -> acc + | h::t -> + let (new_acc, new_examples) = + try + let merged_result = LanguageModel.merge ~grammar:h.grammar ~prev_results:config.initial_examples in + (merged_result, { h with result = merged_result })::config.initial_examples + with e -> (acc, [ { h with result = "Error: " ^ Printexc.to_string e } ]) + in + merge_workflows t config new_acc + in + + let rec fold_left_and_test op acc exs = + let acc' = fold_left op acc exs in + if TestingEngine.validate acc' then + (acc', true) + else if List.length exs < config.max_attempts then + let new_examples = { config.new_example with result = acc' } :: config.initial_examples in + fold_left_and_test op acc new_examples + else + (acc', false) + in + + let initial_examples = List.map (fun e -> { e with result = LanguageModel.generate ~grammar:e.grammar }) config.initial_examples in + let final_result, success = fold_left_and_test merge_workflows { acc = ""; examples = initial_examples } config.initial_examples in + + if success then + meta_magical_folder config + else + final_result +``` + +This code introduces a few new types and functions: + +* `type example`: A record type that represents a grammar-example pair. +* `type config`: A record type that contains the initial examples, new example, and max attempts for error handling. +* `merge_workflows`: The main function that recursively applies the merge operation to a list of examples, accumulating their merged results. +* `fold_left_and_test`: A helper function that folds using the provided operation and tests whether the result is valid according to the test engine. If not, it may retry the merge process for up to `max_attempts`. + +You can customize the language model (`LanguageModel`), proof engine (`TestingEngine`), and other functions used in this code as required for your specific application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_360.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_360.txt new file mode 100644 index 0000000..462f128 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_360.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this might look in OCaml: + +```ocaml +type prompt_workflow = { + grammar : string; + previous_results : string option; + new_example : string; +} + +let merge_prompt_workflows workflows = + let op acc workflow = + let { grammar; previous_results; new_example } = workflow in + match previous_results with + | Some prev_res when not (String.is_empty prev_res) -> + (* Use the previous results to generate a new prompt *) + let new_prompt = generate_prompt grammar prev_res new_example in + { acc with new_prompt } + | _ -> acc + in + fold_left op { new_prompt = "" } workflows + +type merge_result = { + merged_prompt : string; + generated_text : string; +} + +let rec generate_and_test merge_result = + let { merged_prompt; generated_text } = merge_result in + (* Use the language model to generate text from the merged prompt *) + let new_text = generate_text merged_prompt in + (* Test the generated text to see if it meets the desired criteria *) + let success = test_text new_text in + if success then + { merge_result with generated_text = new_text } + else if List.length merge_result.previous_attempts < 3 then + (* If the text did not pass the test, try again with a modified prompt *) + let new_prompt = modify_prompt merged_prompt in + generate_and_test { + merged_prompt; + generated_text; + previous_attempts = new_prompt :: merge_result.previous_attempts; + } + else + (* If the text still does not pass the test after multiple attempts, return the result *) + { merge_result with generated_text } + +let rec meta_magical_folder workflows = + let merged_prompt_workflows = merge_prompt_workflows workflows in + let initial_merge_result = { + merged_prompt = merged_prompt_workflows.new_prompt; + generated_text = ""; + previous_attempts = []; + } in + generate_and_test initial_merge_result +``` + +This code defines a `prompt_workflow` type that represents the inputs to the `fold_left` function: `grammar`, `previous_results`, and `new_example`. The `merge_prompt_workflows` function takes a list of these workflows and uses the `fold_left` function to generate a new prompt by incorporating the previous results from each workflow. + +The `generate_and_test` function uses this merged prompt to generate text using the language model, test the generated text to see if it meets the desired criteria, and modify the prompt and try again if necessary. This process is repeated up to three times if the text does not pass the test on the first attempt. + +Finally, the `meta_magical_folder` function takes a list of workflows and uses the `merge_prompt_workflows` and `generate_and_test` functions to generate creative and imaginative descriptions of code in the high tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_361.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_361.txt new file mode 100644 index 0000000..33847fb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_361.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will extend it to include error handling, input validation, and better logging. Here is an example OCaml code that implements the described functionality: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } +type output = { result : string; error_count : int } + +let validate_input input = + let open Input in + if String.length grammar < 5 then + Error "Grammar must be at least 5 characters long" + else if String.length prev_results > 100 then + Error "Previous results should not exceed 100 characters" + else if String.length new_example > 200 then + Error "New example should not exceed 200 characters" + else + Ok input + +let handle_error op acc input = + let open Input in + match validate_input input with + | Ok input -> + (try + let new_acc = op acc input.new_example in + { result = new_acc; error_count = 0 } + with e -> + { result = acc.result; error_count = succ acc.error_count }) + | Error e -> + { result = acc.result; error_count = succ acc.error_count } + +let rec merge inputs acc = + match inputs with + | [] -> acc + | h :: t -> + let merged_acc = handle_error (fun acc input -> fold_left op acc input) acc h in + if merged_acc.error_count >= 3 then + merged_acc + else + merge t merged_acc + +(* Define your custom operation function here: *) +let op acc x = ... +``` + +In this code snippet, we introduced two new types: `input` and `output`. The `input` type contains the three necessary components to generate a prompt for the large language model. The `output` type stores both the result string and the count of errors encountered during processing. We also added helper functions for input validation (`validate_input`) and error handling (`handle_error`). + +The main function, `merge`, recursively applies the custom operation (`op`) to the inputs using `fold_left`. If an input fails validation more than three times, it will stop processing that particular input. The updated code snippet should help you create a flexible and customizable system for generating prompts and functional workflows for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_362.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_362.txt new file mode 100644 index 0000000..e13664f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_362.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let merge_examples grammar initial_example new_example max_errors = + let open Result.Monad in + let rec aux acc = function + | [] -> return acc + | h :: t -> + let* this_result = LanguageModel.generate_description grammar h in + let* merged_result = merge_results acc this_result in + aux (merged_result :: acc) t + in + let rec create_output examples errors acc = + if errors > max_errors then + Error ("Max errors reached: " ^ String.concat "; " errors) + else if LanguageModel.test_description grammar acc then + Ok (acc, examples) + else + let new_example = ExampleGenerator.generate_example grammar in + create_output (new_example :: examples) ((* format error message *):error::errors) acc + in + aux [initial_example] [] + >>= fun initial_examples -> + create_output initial_examples [] initial_examples + +and merge_results accumulated_result new_result = + (* implement the merging logic here *) + Result.return (new_result) +``` +This code defines three types: `example`, `result`, and `error`. These types should be replaced with the actual types of examples, results, and errors in your specific application. + +The `merge_examples` function is the main entry point for merging streams of data. It takes a grammar, an initial example, a new example, and the maximum number of errors allowed before giving up. The function first generates a description using the language model and the initial example, then recursively applies the `aux` function to generate more descriptions using the initial examples as seeds. + +The `create_output` function tests whether the current accumulated result is good enough, and if not, generates a new example and repeats the process up to three times. If the maximum number of errors is reached, the function returns an error message. + +The `merge_results` function implements the merging logic for two results. In this example, it simply returns the second result. You should replace this with your own merging logic. + +Note that this code uses the `Result.Monad` module to handle errors and the `>>=` operator for binding functions. If you are not familiar with these concepts, I recommend consulting a tutorial on functional programming in OCaml. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_363.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_363.txt new file mode 100644 index 0000000..5055e4a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_363.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a binary operator to an accumulation value and each element of a list, from left to right. We will adapt this function to merge different components of a prompt workflow. + +First, let's define some data structures to represent the various parts of the workflow: + +```ocaml +type grammar = string +type result = string +type example = string + +type workflow_component = + | Grammar of grammar + | PreviousResults of result list + | NewExample of example + +type workflow = workflow_component list +``` + +Next, we will create a function that applies an operator to two `workflow_component` values and returns the merged result as a new `workflow`. In this case, we only define an operation for merging two `Grammar` components: + +```ocaml +let (++) (Grammar g1) (Grammar g2) = Grammar (g1 ^ ", " ^ g2) +``` + +Now, let's adapt the original `fold_left` function to work with our new data structures and custom merge operation: + +```ocaml +let rec fold_workflows op acc wfs = + match wfs with + | [] -> acc + | h :: t -> fold_workflows op (op acc h) t +``` + +Now, we can create a function that merges two `workflow` instances by applying the custom merge operation for `Grammar` components and simply appending other types of components: + +```ocaml +let merge_workflows wf1 wf2 = + let op workflow1 workflow2 = + match (workflow1, workflow2) with + | (Grammar g1, Grammar g2) -> Grammar (g1 ++ g2) + | _ -> List.append workflow1 workflow2 + in + fold_workflows op [] [wf1; wf2] +``` + +This function will take two `workflow` instances, apply the custom merge operation for `Grammar` components and append other types of components. This can be used to merge different prompt workflows generated by a large language model. + +To extend this system for generating imaginative descriptions of code in a high-tech code-based hacking game, you would need to integrate the game logic and data structures with this merging system. You may define additional types and operators tailored to your specific use case, such as merging different components of the game environment or integrating them with the large language model's output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_364.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_364.txt new file mode 100644 index 0000000..3d38e4a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_364.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code sample. This function recursively applies a binary operation to each element of a list, accumulating the results. + +To adapt this function for our needs, let's define a new type that represents the different inputs required by our system. We will also create a helper function to test and repeat the generation process up to three times, as described in the prompt. + +Here is an OCaml code snippet that implements this: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let rec generate_description_with_feedback input max_attempts acc = + let open Input in + if max_attempts = 0 then + failwith "Maximum attempts reached" + else + let description = fold_left (fun acc x -> generate_description ~grammar:x.grammar acc) input.new_example in + if is_valid_description description then + description + else + generate_description_with_feedback input (max_attempts - 1) (input.prev_results ^ "\n" ^ description) + +and generate_description ~grammar acc = + (* Generate a creative and imaginative description of code using the given grammar. *) + (* Implement this function based on your requirements. *) + "" + +and is_valid_description desc = + (* Validate whether the generated description is valid or not. *) + (* Implement this function based on your criteria for a valid description. *) + true +``` + +In this code, `generate_description_with_feedback` is a helper function that tests the generated description and repeats the generation process up to three times if it's not valid. The core functionality of generating descriptions based on the given grammar and testing their validity should be implemented in the `generate_description` and `is_valid_description` functions, respectively. + +This system can be used to generate creative and imaginative descriptions of code for a high-tech code-based hacking game as described in your prompt. The generated descriptions can then be used to create prompts for a large language model like GPT-3 or incorporated into other parts of the game, such as object properties and NPC behaviors. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_365.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_365.txt new file mode 100644 index 0000000..88b8eb1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_365.txt @@ -0,0 +1,112 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. The `fold_left` function is a higher-order function that applies a binary operation to an accumulator and each element of a list from left to right, making it suitable for processing streams of data. + +We will extend the existing code by adding new functions and types to handle various inputs (e.g., grammar, previous results, new examples) and manage errors while generating creative and imaginative descriptions of code in the high-tech code-based hacking game. + +First, let's define some custom types for our problem: + +```ocaml +type error = string + +type example = string + +type result = { + description : string; + tensor : float array; +} + +type prompt_workflow = { + grammar : string; + initial_example : example; + new_examples : example list; + error_limit : int; +} +``` + +Next, we'll create a function to generate the description and tensor given an input `prompt_workflow`: + +```ocaml +let generate_description_and_tensor { grammar; initial_example; new_examples; error_limit } = + (* Implement the logic for generating descriptions and tensors here. + This may involve using a language model API, processing examples, + or applying transformations based on the grammar rules. *) + let rec generate acc ex_index = + if ex_index >= List.length new_examples + 1 then (acc.description, acc.tensor) + else + let new_example = new_examples.(ex_index - 1) in + (* Apply the grammar rules and generate a new description and tensor for this example. *) + let new_desc, new_tensor = process_example grammar initial_example new_example in + let acc = { description = acc.description ^ "\n" ^ new_desc; tensor = Array.append acc.tensor new_tensor } in + generate acc (ex_index + 1) + in + generate { description = ""; tensor = [| |] } 1 +``` + +Now, let's create a function to manage errors and repeat the generation process if necessary: + +```ocaml +let rec generate_with_error_handling workflow max_errors = + try + let description, tensor = generate_description_and_tensor workflow in + { workflow with initial_example = description } + with + | Error e -> + if max_errors > 0 then + generate_with_error_handling { workflow with error_limit = max_errors - 1 } max_errors + else + raise (Failure "Error limit reached.") +``` + +Finally, let's create a function to merge multiple `prompt_workflow` streams: + +```ocaml +let rec merge_prompt_workflows workflows = + match workflows with + | [] -> [] + | h :: t -> + let merged_head = generate_with_error_handling h h.error_limit in + merged_head :: merge_prompt_workflows (List.map (fun wf -> { wf with initial_example = merged_head.initial_example }) t) +``` + +This code provides a flexible and customizable system for generating prompts and functional workflows for a large language model that can be used to generate creative and imaginative descriptions of code in the high-tech code-based hacking game. The `merge_prompt_workflows` function combines multiple streams, allowing you to create a "meta magical folder" that folds these streams together into one. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_366.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_366.txt new file mode 100644 index 0000000..26d3536 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_366.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```python +type 'a stream = { mutable value : 'a; mutable next : 'a stream } + +let rec merge_streams op acc streams = + match streams with + | [] -> acc + | h::t -> + let acc' = op acc h.value in + h.next <- merge_streams op acc' t; + acc' + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let stream = { value = h; next = None } in + let folder = { value = stream; next = Some (fold_left op acc t) } in + merge_streams op acc [folder] + +let rec generate_prompts grammar previous examples errors = + match errors with + | [] -> previous + | e :: es -> + let new_examples = List.map (fun ex -> op grammar ex e) examples in + if List.length es < 3 then + generate_prompts grammar new_examples new_examples es + else + // handle error + +(* Example usage: *) +let grammar = ... +let previous_results = ... +let initial_example = ... +let new_example = ... + +let op grammar ex e = ... + +let errors = generate_prompts grammar [initial_example] [initial_example] [] +``` +This code defines a `stream` type to represent an infinite sequence of values, and provides functions for merging multiple streams using a specified operation (`merge_streams`) and folding over a list of values with a binary operator (`fold_left`). The `generate_prompts` function uses these functions to repeatedly generate new examples by applying the operation `op` to the previous results and the most recent error, until no errors remain or a maximum number of attempts have been made. + +You can customize this code by defining the `grammar`, `previous_results`, `initial_example`, `new_example`, and `op` functions according to your specific needs. The `op` function should take a grammar, an example, and an error as input and return a new example as output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_367.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_367.txt new file mode 100644 index 0000000..a778cd9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_367.txt @@ -0,0 +1,59 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how we might extend this function to suit our needs: +```ocaml +let rec merge_prompts grammar acc examples = + match examples with + | [] -> acc + | h :: t -> + let new_example = generate_description grammar h in (* generate a new description using the language model and given grammar *) + let updated_acc = merge_examples acc h new_example in (* merge the new example into the accumulator *) + merge_prompts grammar updated_acc t +``` +This function takes as input a `grammar`, an `accumulator` (initialized to previous results or initial examples), and a list of `examples`. It recursively applies a `generate_description` function to generate new descriptions based on the given grammar and examples, then merges these new examples into the accumulator using a `merge_examples` helper function. + +The `generate_description` function might use a large language model like GPT-3 or a proof engine like Coq to generate a creative and imaginative description of code based on the given grammar and previous examples. The `merge_examples` function would then take care of merging the new example into the accumulator, perhaps by finding similarities between the new example and existing elements in the accumulator and combining them in a meaningful way. + +We can also add error handling to this function by checking whether the new example meets certain quality criteria (e.g., length, relevance, coherence) and retrying up to three times if it doesn't. Additionally, we might want to include user feedback or input at various stages of the process to ensure that the generated descriptions align with the player's goals and preferences. + +Overall, this `merge_prompts` function provides a flexible framework for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, while also allowing for customization based on specific game mechanics or user needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_368.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_368.txt new file mode 100644 index 0000000..4c93a64 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_368.txt @@ -0,0 +1,113 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the example code. Our goal is to create a meta-magical folder that can merge streams of the matrix together into one. + +First, let's define data structures for our inputs: + +```ocaml +type grammar = string +type result = string +type example = string + +type fold_input = + | PreviousResult of result + | InitialExample of example + | NewExample of example + | Grammar of grammar + +type fold_state = { + initial_example : example; + grammar : grammar; + new_examples : example list; + previous_results : result list; + current_result : result; + iteration : int; +} +``` + +Now, let's define a helper function that applies the given operation to an input: + +```ocaml +let apply_operation op input = + match input with + | PreviousResult d -> op d + | InitialExample b -> op b + | NewExample c -> op c + | Grammar _ -> failwith "Grammar should not be used as an argument for the operation." +``` + +Next, let's define the main `fold_magic_folder` function that folds over a list of inputs and updates the state accordingly: + +```ocaml +let rec fold_magic_folder op acc = function + | [] -> (acc, []) + | PreviousResult d :: t -> + let (state, new_examples) = fold_magic_folder op { acc with previous_results = d :: acc.previous_results } t in + (state, new_examples) + | InitialExample b :: t -> + let (state, new_examples) = fold_magic_folder op { acc with initial_example = b; previous_results = b :: acc.previous_results } t in + (state, new_examples) + | NewExample c :: t -> + let (state, new_examples) = + if List.length state.new_examples >= 3 then + (state, new_examples @ [c]) + else + fold_magic_folder op { state with new_examples = c :: state.new_examples } t + in + (state, new_examples) + | Grammar _ :: t -> fold_magic_folder op acc t +``` + +Finally, let's define a function that generates the next `result` based on the current state: + +```ocaml +let generate_next_result op state = + match state.new_examples with + | [] -> state.previous_results + | _ -> + let new_example = List.hd state.new_examples in + let new_result = apply_operation op (NewExample new_example) in + { state with current_result = new_result; iteration = state.iteration + 1 } +``` + +Now, you can use `fold_magic_folder` and `generate_next_result` functions to generate prompts and functional workflows for a large language model in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_369.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_369.txt new file mode 100644 index 0000000..71bf21f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_369.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code. This function applies a given operation recursively to the head of a list and the accumulator, until it processes all elements in the list. + +First, let's define types for our inputs: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type folder_input = { + grammar : grammar; + prev_results : result list; + initial_example : example; + new_example : example; +} +``` + +Next, we'll define our merging function `merge_examples` that takes two examples and returns a merged example: + +```ocaml +let merge_examples e1 e2 = + "(" ^ e1 ^ ", " ^ e2 ^ ")" +``` + +Now, let's create the main `fold_examples` function that uses `merge_examples` and `fold_left` to combine examples: + +```ocaml +let rec fold_examples op acc = function + | [] -> acc + | h :: t -> fold_examples op (op acc h) t + +let merge_folder input = + let { grammar; prev_results; initial_example; new_example } = input in + let init_merged = List.map (fun r -> merge_examples initial_example r) prev_results in + fold_examples merge_examples init_merged [new_example] +``` + +The `merge_folder` function takes a `folder_input` record, initializes the accumulator with the previously generated results, and then merges the new example into it. The result is a list of merged examples using the provided `initial_example` for each previous result and the current `new_example`. + +As for generating creative and imaginative descriptions of code, you can use a language model like GPT-3 or another large language model to generate text based on specific prompts. You would need to create prompts that describe a particular scene, object, or NPC in your game, and then feed these prompts into the language model to get descriptions. + +For example, if you want a description for a magical sword, you can provide a prompt like: "Generate a creative and imaginative description of a magical sword with glowing runes on its blade that emits a faint humming sound when held." + +The language model would then generate text based on this prompt, which could be used as the description in your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_37.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_37.txt new file mode 100644 index 0000000..6587f4b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_37.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will define additional functions to handle taking inputs, testing outputs, and handling errors. Here is an example of how this could be implemented in OCaml: + +```ocaml +(* Util functions *) +let rec merge_lists lst1 lst2 = + match lst1, lst2 with + | [], _ -> lst2 + | _, [] -> lst1 + | h1::t1, h2::t2 -> h1 :: h2 :: merge_lists t1 t2 + +let rec assoc_list_merge k assoc1 assoc2 = + match assoc1, assoc2 with + | [], _ -> assoc2 + | _, [] -> assoc1 + | (k', v')::tl1, (k'', v'')::tl2 -> + if k' = k then (k', merge_lists v' v'') :: assoc_list_merge k tl1 tl2 + else if k'' = k then (k'', merge_lists v' v'') :: assoc_list_merge k assoc1 tl2 + else assoc_list_merge k tl1 tl2 + +(* Main functions *) +let rec process_streams grammar prev_results new_example max_errors = + let acc = List.assoc "acc" prev_results in + (* Perform the main processing here using `fold_left` and `grammar` as inputs *) + let result = fold_left (fun acc x -> process_element grammar acc x) acc new_example in + (* Test the output using a custom test function or predicate *) + if is_valid_result result then + let new_prev_results = ("acc", result) :: List.remove_assoc "acc" prev_results in + process_streams grammar new_prev_results new_example max_errors + else if max_errors > 0 then + let new_prev_results = ("acc", result) :: List.remove_assoc "acc" prev_results in + process_streams grammar new_prev_results new_example (max_errors - 1) + else + failwith "Max errors reached, unable to generate valid output." + +(* Example usage: *) +let initial_grammar = ... +let initial_example = ... +let initial_results = [("acc", [])] +let max_errors = 3 +process_streams initial_grammar initial_results initial_example max_errors +``` + +In this example, the `process_element` function represents the main processing of each input element from `new_example`. The `is_valid_result` is a custom test function that checks if the output is valid or not. You can replace these functions with your own specific processing and testing logic for generating creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_370.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_370.txt new file mode 100644 index 0000000..5edb9da --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_370.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and handle errors as needed. Here's an example of how this might look in OCaml: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let (input, max_errors) = h in + let rec try_fold i acc input = + if i > max_errors then + { result = "Error: Max errors reached"; success = false } + else + let output = op acc input in + if output.success then + try_fold (i + 1) output.result input + else + { result = output.result; success = false } + in + try_fold 0 acc { grammar = input.grammar; prev_results = input.prev_results; new_example = input.new_example } + +let main () = + let inputs = [ + ({ grammar = "A"; prev_results = "D"; new_example = "C" }, 3); + (* Add more inputs here as needed *) + ] in + let op acc input = + (* Define the operation to be performed on each iteration here *) + { result = ""; success = true } + in + List.iter (fun input -> + let output = fold_left op { result = ""; success = true } input in + if output.success then + Printf.printf "Success: %s\n" output.result + else + Printf.printf "Error: %s\n" output.result + ) inputs + +let () = main () +``` +In this example, we define a type for the input and output of each iteration of the `fold_left` function. The input consists of a grammar string (`A`), previous results string (`D`), and a new example string (`C`). The output consists of a result string (the output of the operation) and a boolean success flag indicating whether the operation was successful or not. + +The `fold_left` function is then extended to take an input list as its first argument, where each element of the list is a tuple containing an input and a maximum number of errors allowed. The function uses a helper function `try_fold` that recursively applies the operation until either the maximum number of errors is reached or the operation is successful. + +The `main` function defines a sample input list and an operation to be performed on each iteration, and then iterates over the inputs to print the output result and success flag for each one. + +This system can be customized by defining different operations for each iteration of the `fold_left` function, and by adding additional inputs or modifying the input types as needed. The maximum number of errors allowed can also be adjusted for each input as necessary. By generating prompts and functional workflows in this way, we can create a rich and dynamic game environment where players can explore a dungeon of knowledge and complete quests using weapons, spells, and artifacts encoded as emoji strings and vectorized into tensors. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_371.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_371.txt new file mode 100644 index 0000000..ed2ab3c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_371.txt @@ -0,0 +1,69 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, using the `fold_left` function as a basis: +```ocaml +let merge_workflows grammar previous_results new_example = + let op acc (example, result) = + (* Generate a new output using the current example, previous results, and grammar *) + let new_output = generate_output grammar example previous_results in + (* Test the new output *) + let test_result = test_output new_output in + if test_result then (new_output, test_result) :: acc else acc + in + let new_results = fold_left op [] (List.combine [new_example] previous_results) in + (* If the new example passes the test, add it to the list of previous results *) + if test_output new_example then new_results @ [(new_example, true)] else new_results + +let rec generate_and_test grammar previous_results examples = + match examples with + | [] -> previous_results + | h :: t -> + let new_results = merge_workflows grammar previous_results h in + if List.length new_results >= 3 then new_results (* Limit to 3 attempts *) + else generate_and_test grammar new_results t +``` +This code defines a `merge_workflows` function that takes a grammar, a list of previous results, and a new example. It uses the `fold_left` function to apply a function `op` to each element of the list, which generates a new output using the current example, previous results, and grammar, tests the output, and adds it to the accumulator if it passes the test. + +The `generate_and_test` function uses the `merge_workflows` function to generate and test multiple examples until either 3 attempts have been made for each example or a passing result is found. It returns the list of previous results, including any new passing examples. + +This system can be customized by modifying the `generate_output` and `test_output` functions to suit the needs of the high-tech code-based hacking game. The `merge_workflows` function can also be modified to incorporate other inputs or logic as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_372.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_372.txt new file mode 100644 index 0000000..e854e22 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_372.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. Here's an OCaml code snippet that implements the described functionality: + +```ocaml +type example = string (* Replace this with the actual type of examples *) +type result = string (* Replace this with the actual type of results *) +type workflow = example -> result + +let rec fold_workflows grammar acc workflows = + match workflows with + | [] -> acc + | wf :: rest -> + let new_result = wf (Grammar.generate_example grammar) in + let tested_result = test_result grammar new_result in + if is_good tested_result then + fold_workflows grammar (acc @ [tested_result]) rest + else + if List.length rest > 2 then + fold_workflows grammar acc rest + else + let mutated_wf = mutate_workflow wf in + fold_workflows grammar (acc @ [tested_result]) (mutated_wf :: rest) + +and test_result grammar result = + (* Implement the testing logic here *) + ... + +and is_good result = + (* Check if the given result is good or not *) + ... + +and mutate_workflow workflow = + (* Mutate the workflow to create a new one *) + ... + +(* Initialize the grammar, previous results, and new examples here *) +let grammar = ... +let previous_results = ... +let new_examples = ... + +(* The initial example is optional. If provided, use it; otherwise, generate a new one. *) +let initial_example = ... +let workflows = + match initial_example with + | Some ex -> [create_workflow ex] @ previous_results + | None -> previous_results + +(* Fold the workflows together and get the final result *) +let final_result = fold_workflows grammar [] workflows +``` + +This code implements a `fold_workflows` function that recursively combines the results of multiple workflows, testing and mutating them until they pass the test. The types and functions for generating examples, testing results, and mutating workflows should be implemented according to your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_373.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_373.txt new file mode 100644 index 0000000..b37906c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_373.txt @@ -0,0 +1,112 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +open Core + +module Folder = struct + type 'a t = { + mutable grammar : string; + mutable prev_results : 'a option; + mutable new_example : 'a; + merge : 'a -> string -> 'a; + mutable counter : int; + } + + let create ~merge () = { + grammar = ""; + prev_results = None; + new_example = (`Initial ()); + merge; + counter = 0; + } + + let take_inputs t = + printf "Enter grammar: "; + Scanf.scanf "%s" t.grammar ; + match t.prev_results with + | Some prev -> printf "Enter previous results: %s\n%!" (String.concat ~sep:" " (List.map ~f:(fun r -> string_of_result r) [prev])); + | None -> () ; + printf "Enter new example: %s\n%!" t.new_example.examples; + t.counter <- 1; + end + + and string_of_result : type a. a Folder.t -> string = + fun t -> match t.new_example with + | `Initial _ -> "initial" + | `Example (examples) -> examples; + + let rec merge_and_test t acc = + let new_d = t.merge t.new_example t.grammar in + if t.counter < 3 then ( + printf "Generated output: %s\n%!" new_d; + let test_result = Test.run new_d in + if test_result then ( + t.prev_results <- Some t.new_example; + t.counter <- 1; + acc + ) else ( + t.counter <- t.counter + 1; + merge_and_test t (acc ^ " " ^ new_d) + }) + else ( + printf "Error: maximum attempts reached\n%!"; + acc + ) + + let rec fold_left op acc folder = + take_inputs folder ; + Folder.merge_and_test folder acc +end + +let main () = + let folder = Folder.create ~merge:(fun example grammar -> Language_model.generate_description example grammar) () in + let result = Folder.fold_left ( ^ ) "" folder in + printf "Result: %s\n%!" result +end + +let () = main () +``` +This code defines a module `Folder` that takes inputs, merges examples using the given merge function, and tests the results up to three times. The `fold_left` function is used to recursively apply the merge operation on the accumulated string and the new example generated by the language model. + +The `main` function initializes a new folder with a merge function that generates descriptions using a large language model, and then folds all the examples together to produce a final result. The output is printed to the console for visualization. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_374.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_374.txt new file mode 100644 index 0000000..26b5e21 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_374.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet by adding additional functionality to handle the different inputs and desired behaviors. Here's an example of how this could be done in OCaml: + +```ocaml +open List + +(* Utility functions *) +let safe_apply f x = try Some (f x) with _ -> None + +let rec merge_prompts grammar examples max_retries = + let test_and_retry d = + if Example.isValid d then d else + let retries_left = max_retries - 1 in + if retries_left > 0 then Some (merge_prompts grammar [d] retries_left) else None + in + + let rec aux acc exs = match exs with + | [] -> acc + | h :: t -> + let d' = safe_apply (fun e -> PromptGenerator.generate grammar e) h in + (match d' with + | Some d -> aux (test_and_retry d) t + | None -> aux acc t) + in + + match examples with + | [] -> failwith "Not enough examples provided." + | h :: _ -> aux (test_and_retry h) (tl examples) + +(* Example usage *) +let grammar = ... +let initial_example = ... +let new_example = ... +let max_retries = 3 + +let result = merge_prompts grammar [initial_example; new_example] max_retries +``` + +In this implementation, `merge_prompts` is a function that takes the following arguments: + +* `grammar` (string): The input grammar for generating prompts. +* `examples` (list(Prompt)): A list of previous results and new examples to merge together. +* `max_retries` (int): The maximum number of times a generated prompt can be retried if it fails the validation test. + +The function uses the `fold_left`-based helper, `aux`, to process the list of examples while applying the specified grammar and retrying the generation up to `max_retries` times when necessary. + +To use this implementation in the context of your game, you can modify it accordingly based on the specific prompt testing criteria and other desired behaviors. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_375.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_375.txt new file mode 100644 index 0000000..234b8d3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_375.txt @@ -0,0 +1,123 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model in the described high-tech code-based hacking game, we can build upon the given `fold_left` function in OCaml. This function applies a binary operator `op` between an accumulator `acc` and each element of a list, from left to right, recursively. + +First, let's define data types for grammar, previous results, new examples, and errors: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +(* The input for the fold_left function *) +type folder_input = { + grammar : grammar; + prev_results : result; + new_example : example; +} +``` + +Now, let's create a function that takes a `folder_input`, applies the given grammar to the previous results and the new example, combines them, and tests the output. If the output is good, it will return the new result and continue processing with this result in the next iteration. Otherwise, if there are errors, it will feed those back into the function up to three times before giving up: + +```ocaml +let rec folder input = + let { grammar; prev_results; new_example } = input in + (* Apply the grammar to the previous results and new example *) + let combined = apply_grammar grammar prev_results new_example in + try + (* Test the output *) + let tested_output = test_output combined in + if is_good tested_output then + { input with prev_results = combined } + else + (* If not good, try up to three times to correct it *) + let rec try_correction n input = + if n <= 0 then + Error "Failed to correct the output after three attempts." + else + let corrected = correct_output combined in + let new_input = { input with prev_results = corrected } in + match try_correction (n - 1) new_input with + | Ok result -> Ok result + | Error err -> Error err + in + try_correction 3 input + with + | e -> + (* If there's an error, feed it back into the function up to three times *) + let rec try_error_correction n input = + if n <= 0 then + Error ("An error occurred: " ^ Printexc.to_string e) + else + let corrected_error = correct_error e in + let new_input = { input with prev_results = corrected_error } in + match try_error_correction (n - 1) new_input with + | Ok result -> Ok result + | Error err -> Error err + in + try_error_correction 3 input +``` + +In the above code, `apply_grammar`, `test_output`, `is_good`, `correct_output`, and `correct_error` are placeholder functions that should be implemented according to your specific requirements. The function `folder` is a flexible and customizable system for generating prompts and functional workflows based on the given grammar, previous results, and new examples. + +Finally, you can use this `folder` function in conjunction with `fold_left` to iterate over multiple inputs and process them one by one: + +```ocaml +let rec fold_inputs op acc inputs = + match inputs with + | [] -> acc + | h :: t -> fold_inputs op (op acc h) t + +(* Initialize the first input *) +let initial_input = { + grammar = "initial_grammar"; + prev_results = "initial_result"; + new_example = "initial_example"; +} + +(* Use the folder function as the binary operator for fold_inputs *) +let final_output = fold_inputs folder initial_input input_list +``` + +Here, `fold_inputs` is a higher-order function that generalizes the use of `folder` for lists of inputs. The `initial_input` should be initialized with appropriate values, and `input_list` is the list of all inputs to be processed using the `folder` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_376.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_376.txt new file mode 100644 index 0000000..40e4103 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_376.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let folder acc input = + let new_output = generate_description input.grammar input.prev_results input.new_example in + { result = new_output; is_valid = validate_description new_output } + in + let initial = { result = ""; is_valid = false } in + let merged = fold_left folder initial inputs in + if merged.is_valid then merged else { result = ""; is_valid = false } + +(* Example usage: *) +let input1 = { grammar = "grammar1"; prev_results = "prev1"; new_example = "ex1" } +let input2 = { grammar = "grammar2"; prev_results = "prev2"; new_example = "ex2" } +let inputs = [input1; input2] +let merged = merge_prompts inputs +``` +In this example, the `merge_prompts` function takes a list of inputs and returns a single output. Each input contains the grammar, previous results, and new example for generating a description using a language model. The `folder` function generates a new description based on the provided input and updates the accumulator with the result and a boolean indicating whether the generated description is valid or not. Finally, the initial accumulator is passed to the `fold_left` function along with the list of inputs to produce the merged output. + +The `generate_description` and `validate_description` functions used in this example are placeholders for the actual implementation of generating a description using a language model and validating its correctness, respectively. These functions would depend on the specific large language model and validation mechanism being used in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_377.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_377.txt new file mode 100644 index 0000000..5bcf7dd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_377.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a fold\_left function for merging large language model prompt workflows: + +let rec fold\_left op acc = function +| [] -> acc +| h :: t -> +let acc' = op acc h in +try +let d' = merge\_prompts grammar acc' in +fold\_left op d' t +with +| Error e -> +if num\_attempts < 3 then ( +num\_attempts := num\_attempts + 1; +fold\_left op acc t +) else raise e +where "grammar" = grammar; +"acc" = acc; +"h" = h; +"t" = t; +"op" = op; +"d'" = d'; +"merge\_prompts" = merge\_prompts; +"num\_attempts" = ref 0; + +This function takes in a binary operator `op`, an accumulator `acc`, and a list of prompts `h :: t` as input. It recursively applies the operator to each prompt and the accumulator, using a helper function `merge_prompts` to merge the current accumulator and prompt into a new accumulator. If an error occurs during merging, the function will retry up to 3 times before giving up. + +To use this function, you would need to define the `merge_prompts` function, which takes in a grammar and two prompts, and returns a merged prompt if successful or raises an error otherwise. The implementation of this function will depend on the specifics of your application. + +Note that this code is just one possible solution, and there may be other ways to implement a fold\_left function for merging large language model prompt workflows in OCaml. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_378.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_378.txt new file mode 100644 index 0000000..c2327cf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_378.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a fold operation that iteratively applies a function to each element in a list while accumulating an intermediate result. In this case, the fold operation will take as input a grammar, previous results, and a new example, and output a new set of results. Here is an OCaml code snippet that implements this: +```sql +type prompt_workflow = { + grammar : string; + prev_results : string; + new_example : string; +} + +type merge_result = { + merged_prompt : string; + success : bool; +} + +let fold_left_merge op acc prompt_workflow = + let {grammar; prev_results; new_example} = prompt_workflow in + let merged_prompt = op acc grammar prev_results new_example in + {merged_prompt; success = true} + +let rec merge_prompts attempts prompts = + match prompts with + | [] -> {merged_prompt = ""; success = false} + | h::t -> + let merged_prompt = fold_left_merge (fun acc g p e -> ...) "" h in + if merged_prompt.success then + merge_prompts attempts (t) + else if attempts > 0 then + merge_prompts (attempts - 1) (h::t) + else + {merged_prompt = ""; success = false} +``` +The `prompt_workflow` record type stores the necessary inputs for merging prompts, including the grammar, previous results, and new example. The `merge_result` record type stores the merged prompt and a boolean indicating whether the merge was successful or not. + +The `fold_left_merge` function takes as input an accumulator `acc`, a prompt workflow `prompt_workflow`, and applies the `op` function to accumulate a new merged prompt. + +The `merge_prompts` function recursively merges prompts using the `fold_left_merge` function, with an optional `attempts` parameter that specifies the maximum number of times to retry merging if the result is not successful. If all attempts fail, the function returns a default merged prompt with a failure status. + +The implementation details of the `op` function will depend on the specific requirements of the language model and the game mechanics. For example, it might involve concatenating or interleaving strings, applying text processing functions, or incorporating user feedback. The `op` function should be designed to produce a creative and imaginative description of code in the high tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_379.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_379.txt new file mode 100644 index 0000000..cd7d848 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_379.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +(* The accumulator type depends on the specific operation being used. Here, we assume that it is a tuple containing the previous results and the current example. *) +type acc = result * example + +(* A function that tests whether a result is good or not. This could involve checking if it meets certain criteria or if it is valid according to some rules. *) +let is_good_result r = String.length r > 10 + +(* The operation used to combine the accumulator, the grammar, and the new example to produce a new output. Here, we simply concatenate the new example to the previous results. *) +let op acc (grammar : string) new_example = + (fst acc, fst acc ^ " " ^ grammar ^ ": " ^ new_example) + +(* The function that implements the meta magical folder. It takes an initial accumulator, a list of grammars, and a list of examples as input, and produces a list of final results as output. *) +let rec fold_magical_folder (initial_acc : acc) grammars examples = + match grammars, examples with + | [], _ | _, [] -> [fst initial_acc] + | g :: gs, e :: es -> + let new_acc = op initial_acc g e in + if is_good_result (snd new_acc) then + fold_magical_folder new_acc gs es + else if List.length grammars > 1 then + fold_magical_folder initial_acc gs es + else + fold_magical_folder new_acc gs examples +``` +This code defines several types and functions that can be used to merge streams of the matrix in a flexible and customizable way. The `example` and `result` types should be replaced with the actual types of examples and results, respectively. The `op` function defines how to combine the accumulator, the grammar, and the new example to produce a new output. The `is_good_result` function checks whether a result is good or not. Finally, the `fold_magical_folder` function implements the meta magical folder by recursively applying the `op` function to each combination of grammars and examples until a good result is obtained. If no good result is obtained after trying all combinations, the function returns the initial accumulator as the final result. + +To use this code, you can define your own types for `example` and `result`, and provide your own implementations of the `is_good_result` and `op` functions that are specific to your application. You can then call the `fold_magical_folder` function with an initial accumulator and lists of grammars and examples as input, and it will return a list of final results as output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_38.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_38.txt new file mode 100644 index 0000000..49935a8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_38.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code example. This function applies a given operation recursively to the head and tail of a list until it reaches an empty list, at which point it returns the accumulated result. + +In order to create a meta magical folder that merges streams of the matrix together into one, we need to define the necessary operations that will enable us to process and combine the different inputs in a meaningful way. Here's an example of how this could be implemented in OCaml: +```ocaml +(* Define types for input data *) +type grammar = string +type result = string +type example = string + +(* Define functions to encode/decode emoji strings and vectorize tensors *) +let encode_emoji_string s = ... +let decode_emoji_string s = ... +let vectorize_tensor t = ... +let tensorize_vector v = ... + +(* Define helper functions for testing and error handling *) +let test_result result = ... +let handle_error op acc err = ... + +(* Define the fold operation to be used in the merging process *) +let merge_grammar grammar acc examples = + let op gr am = + let new_example = List.nth_opt examples (Int.of_string gr) in + match new_example with + | Some ex -> + let merged = merge_examples acc ex in + if test_result merged then merged + else handle_error op merged (Printf.sprintf "Error merging example %s" ex) + | None -> handle_error op acc ("No example found for grammar rule " ^ gr) + in + fold_left op acc (List.map (fun e -> encode_emoji_string e) examples) + +(* Define the function to merge examples together *) +and merge_examples acc ex = + let folded = merge_grammar (encode_emoji_string ex) acc examples in + if test_result folded then folded else handle_error merge_examples folded "Error merging examples" + +(* Define the main function to start the merging process *) +let rec meta_magical_folder grammar previous_results new_example = + let initial_example = match previous_results with [] -> "" | h::t -> h in + let merged_examples = merge_examples (tensorize_vector initial_example) [new_example] in + if test_result merged_examples then + let new_results = decode_emoji_string (vectorize_tensor merged_examples) :: previous_results in + meta_magical_folder grammar new_results new_example + else handle_error meta_magical_folder merged_examples "Error merging results" +``` +The `meta_magical_folder` function is the main entry point for the merging process. It takes a grammar, a list of previous results, and a new example as input, and combines them using the helper functions defined above to generate a new output. If the output passes the test, it repeats the loop with the updated previous results and new example. Otherwise, it handles the error by feeding it back into the create-new-D process up to three times. + +Note that this is just an example implementation, and you may need to modify or extend it depending on your specific use case and requirements for generating creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_380.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_380.txt new file mode 100644 index 0000000..a7d35c7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_380.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type example = string +type result = string +type grammar = string + +let rec merge_examples examples : result = + let open List in + match examples with + | [] -> "No examples provided" + | h :: t -> + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merged = fold_left merge_examples "" (List.map string_of_example examples) in + merge_grammar merged grammar_of_example + +and merge_grammar grammar results : result = + "To be implemented: merging of grammars with previous results" + +and string_of_example example : example = + example + +and grammar_of_example : grammar = + "To be implemented: extracting the grammar from an example" + +let rec test_result result = + if is_good_result result then + result + else + let open List in + match merge_attempts with + | [] -> "Failed to generate a good result after 3 attempts" + | h :: t -> + let new_merge_attempts = t @ [test_result (merge_examples (result :: merge_attempts))] in + List.hd new_merge_attempts + +let rec generate_description grammar previous_results new_example : result = + let open Option in + match generate_prompt grammar new_example with + | None -> "Failed to generate a prompt for the given example" + | Some prompt -> + let open List in + match generate_language_model_output prompt previous_results with + | None -> "Failed to generate output from the language model" + | Some output -> + let new_previous_results = output :: previous_results in + test_result (merge_examples new_previous_results) +``` +This code defines several types, including `example`, `result`, and `grammar`, which represent the different inputs and outputs of the meta magical folder. The main function is `generate_description`, which takes as input a `grammar`, a list of `previous_results`, and a new `example`. It uses these inputs to generate a new prompt for the given example, passes this prompt to the language model along with the previous results to generate new output, tests this output using the `test_result` function, and merges it with the previous results using the `merge_examples` function. + +The `merge_examples` function takes as input a list of examples and uses the `fold_left` higher-order function to recursively apply a merge operation to each pair of adjacent examples in the list, starting from the left. The base case for this recursion is an empty list, which returns the accumulator value unchanged. + +The `merge_grammar` function takes as input a grammar and a list of results, and uses these inputs to merge the grammar with the results using some unspecified merging algorithm. This function is left unimplemented for now. + +The `string_of_example` function converts an example string to a more general type that can be used by the `merge_examples` function. + +The `grammar_of_example` function extracts the grammar from an example, but this function is also left unimplemented for now. + +The `test_result` function tests whether a given result is good or not. If it is good, it returns the result itself. Otherwise, it generates new merge attempts by recursively calling `generate_description` with a longer list of previous results that includes the current result as well. The maximum number of merge attempts is capped at 3. + +Overall, this code provides a basic framework for generating creative and imaginative descriptions of code in a high-tech code-based hacking game using a large language model and a merging algorithm. It can be extended and customized to suit the specific needs of the game and its players. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_381.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_381.txt new file mode 100644 index 0000000..bcdd5b1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_381.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml implementation that merges large language model prompt workflows: + +1. Define data structures to represent inputs, previous results, new examples, and output. +2. Implement a helper function for testing and updating the output. +3. Extend the `fold_left` function to process the input streams and manage errors. + +Here's an example implementation in OCaml: + +```ocaml +(* Types for representing inputs, previous results, new examples, and output *) +type 'a t = + | Input of 'a + | PreviousResult of 'a + | NewExample of 'a + | Error of string + | Output of 'a + +(* Helper function for testing and updating the output *) +let rec update_output test_fn acc = function + | [] -> (acc, []) + | h :: t as lst -> + let (new_acc, updated) = + if test_fn acc h then (h, h :: acc) else (acc, acc) + in + let rem = List.rev updated in + (new_acc, rem @ lst) + +(* Fold function for merging large language model prompt workflows *) +let rec fold_left op acc inputs = + match inputs with + | [] -> Error "Empty input list" + | Input grammar :: PreviousResult prev :: NewExample newex :: rest -> ( + let (new_acc, updated_prev) = update_output compare grammar prev in + let (new_acc', updated_newex) = + if new_acc <> prev then update_output compare grammar newex else (new_acc, []) + in + let acc' = op new_acc' (List.rev updated_prev @ updated_newex) in + fold_left op acc' rest ) + | _ -> Error "Invalid input stream" +``` + +You can now use the `fold_left` function to merge large language model prompt workflows by providing a list of inputs containing grammars, previous results, and new examples. The function will process the streams and manage errors as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_382.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_382.txt new file mode 100644 index 0000000..777f2b0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_382.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let fold_examples grammar initial_examples max_retries = + let rec aux acc examples retries = + if retries = 0 then failwith "Maximum number of retries exceeded" + else + let new_example, result = generate_prompt grammar acc in + let updated_examples = new_example :: examples in + let test_result = test_result result in + if test_result then aux (result :: acc) updated_examples max_retries + else aux acc updated_examples (retries - 1) + in + try + aux [] initial_examples max_retries + with + | Failure _ -> + (* If generate_prompt or test_result fails, return an error message *) + "Error: Failed to generate a valid prompt" +``` +The `fold_examples` function takes three arguments: `grammar`, which is the grammar used for generating prompts; `initial_examples`, which is a list of initial examples to use as input; and `max_retries`, which is the maximum number of times the function will retry generating new prompts if the current one fails testing. + +The function uses an auxiliary recursive function `aux` that takes three arguments: `acc`, which is a list of accumulated results; `examples`, which is a list of examples used as input; and `retries`, which is the remaining number of retries. The `aux` function generates a new prompt using the `generate_prompt` function, tests the result using the `test_result` function, and recursively calls itself if the test succeeds or decrements the number of retries if it fails. + +If the `aux` function reaches the maximum number of retries, it raises a `Failure` exception that is caught by the `fold_examples` function. In this case, the function returns an error message. + +The `fold_examples` function can be used as follows: +```ocaml +let grammar = "A" (* replace with the actual grammar *) +let initial_examples = ["B"; "C"] (* replace with the actual examples *) +let max_retries = 3 (* replace with the actual number of retries *) + +let result = fold_examples grammar initial_examples max_retries +``` +The `result` variable will contain either a valid result or an error message. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_383.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_383.txt new file mode 100644 index 0000000..4678f9f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_383.txt @@ -0,0 +1,68 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The purpose of this function is to iterate over a list and apply an operation to each element in the list, accumulating the results in the `acc` variable. + +First, let's rename `fold_left` to something more descriptive like `merge_prompts`, as we are using it to merge different prompts together. Next, let's add some helper functions for processing the inputs and testing the output: +```ocaml +let is_valid_output output = (* TODO: Define this function based on your requirements *) + ... + +let rec merge_prompts grammar previous_results new_example = + let acc = match previous_results with + | [] -> new_example + | _ -> previous_results + in + let merged_result = List.fold_left (fun acc x -> Op.merge grammar acc x) acc new_example in + if is_valid_output merged_result then + merged_result + else if List.length previous_results < 3 then + merge_prompts grammar (merged_result :: previous_results) new_example + else + (* Raise an error or return a default value *) + failwith "Unable to generate valid output after 3 attempts" +``` +Here, `Op.merge grammar acc x` is a placeholder for the actual operation you want to perform on each pair of prompts (accumulator and new example). You'll need to define this function based on your specific requirements. + +The helper function `is_valid_output` checks whether the merged result is valid or not. Again, you should define this function based on your needs. + +This system can be used as a starting point for generating creative and imaginative descriptions of code in your high-tech code-based hacking game. You'll need to customize it further by defining the `Op.merge` and `is_valid_output` functions, as well as adjusting any other parameters or logic as necessary. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_384.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_384.txt new file mode 100644 index 0000000..ccb1b66 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_384.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here's an example of how to extend it to suit our needs: + +1. Create a new module named `MetaMagicalFolder` with the following contents: + +```ocaml +module MetaMagicalFolder = struct + type 'a stream = { + grammar : 'a; + prev_results : 'a list; + new_example : 'a; + } + + let rec merge_streams op acc stream = + match stream.prev_results with + | [] -> acc + | h :: t -> + let merged = op acc (op acc stream.new_example) in + merge_streams op merged { grammar = stream.grammar; prev_results = t; new_example = merged } + + let rec generate_prompt stream = + let initial_example = stream.prev_results in + let results = merge_streams (fun acc x -> x) initial_example stream in + if is_valid_result results then + { grammar = stream.grammar; prev_results = results @ [results]; new_example = results } + else if List.length stream.prev_results < 3 then + generate_prompt { grammar = stream.grammar; prev_results = initial_example; new_example = results } + else + raise (Failure "Invalid result after 3 attempts.") + + let is_valid_result results = + (* Implement a function to check if the given 'results' are valid. *) + ... +end +``` + +2. Define the necessary types, functions, and records to represent your grammars, results, and tests. You can extend the `MetaMagicalFolder` module or create new modules for them. +3. Utilize the `generate_prompt` function in a game loop that updates the game world, prompts the language model with generated prompts, and visualizes the results using shaders and mathpylib. + +By following this outline, you can build a flexible system that combines streams of data from large language models to generate imaginative descriptions of code for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_385.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_385.txt new file mode 100644 index 0000000..c43f662 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_385.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_prompts (inputs : input list) : output = + let folder acc input = + let open Option.Monad_infix in + let* prev_results = acc >>| fun acc -> acc.result in + let new_output = do_stuff_with_input input grammar prev_results in + let is_good = test_output new_output in + { result = new_output; is_good } + in + List.fold_left folder { result = ""; is_good = false } inputs + +let rec improve_output (input : input) (prev_outputs : output list) : output option = + let open Option.Monad_infix in + match prev_outputs with + | [] -> None + | h :: t -> + if h.is_good then Some h + else + let* new_output = improve_output input t in + Some (if new_output.is_good then new_output else h) + +let rec merge_and_improve (inputs : input list) : output option = + match inputs with + | [] -> None + | h :: t -> + let* merged_output = merge_prompts inputs in + if merged_output.is_good then Some merged_output + else improve_output h [merged_output] >>= fun improved -> + merge_and_improve (List.map (fun i -> { i with prev_results = improved.result }) t) +``` +The code defines a type for input and output, where the input contains the grammar, previous results, and new example to be merged, and the output contains the merged result and a boolean indicating whether it is good or not. + +The `merge_prompts` function takes a list of inputs and merges them using a left fold, where each step applies a function (defined in the `folder` variable) that combines an accumulator with the current input using the provided grammar and previous results. The function returns an output containing the merged result and a boolean indicating whether it is good or not. + +The `improve_output` function takes an input and a list of previous outputs, and tries to improve the merged output by recursively calling itself with the tail of the list of previous outputs if the current output is not good. If there are no more previous outputs to try, it returns None. + +The `merge_and_improve` function takes a list of inputs and recursively merges them using `merge_prompts`, then tries to improve the merged output using `improve_output`. It returns an option containing the improved output or None if no improvement could be made after trying all previous outputs. + +Note that this is just an example, and the actual implementation may vary depending on the specific requirements of the game. The code uses some basic functions like `List.fold_left` and `Option.Monad_infix`, but it can be easily modified to use other functional programming concepts in OCaml if needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_386.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_386.txt new file mode 100644 index 0000000..04f14e7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_386.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can extend the `fold_left` function to include additional inputs and functionality needed for our high-tech code-based hacking game. Here's a possible implementation: + +```ocaml +type example = string +type result = string +type error = string +type 'a workflow = 'a -> (example * grammar) list -> (result * error) option + +let rec fold_left op acc workflow = function + | [] -> acc + | (h, g) :: t -> + let (new_acc, new_res_opt) = Option.bind acc (fun acc -> workflow acc [(h, g)]) in + (match new_res_opt with + | Some (res, err) -> + if err = "" then fold_left op new_acc workflow t + else if String.length err < 3 then (* allow up to 3 attempts *) + let new_err = "Error: " ^ err in + fold_left op new_acc workflow (List.map (fun (h, g) -> (h, g)) t) + else raise (Failure err) + | None -> fold_left op new_acc workflow t) + +(* Example workflow that takes at most 3 examples and returns a result or error *) +let rec merge_examples acc exs = function + | [] -> Some (acc, "") + | h :: t -> + let new_acc = h ^ "\n" ^ acc in + if String.length new_acc > 1024 then None + else + let num_exs = List.length exs + 1 in + if num_exs > 3 then Some (acc, "") + else merge_examples new_acc (h :: exs) t + +let merge_workflow : string workflow = + fun acc exgs -> + let examples = List.map fst exgs in + match merge_examples "" examples exgs with + | Some (merged, _) -> Some (merged, "") + | None -> None + +(* Initialize the system with an initial example and grammar *) +let init_grammar = "The code of the world is written using the languages and grammars generated.\n" +let init_example = "Each function or spell of object can be encoded into an emoji string which\nis its quasi quine quotation that can be vectorized into a number of tensors.\n" + +let (initial_results, _) = Option.get (fold_left merge_workflow ("Initial example: " ^ init_example) [("Grammar: ", init_grammar)] []) +``` + +In this implementation, we define a `workflow` type that represents a function that takes an accumulator, a list of examples and grammars, and returns an optional result and error. We extend the `fold_left` function to include the `workflow` as an additional argument, and modify it to handle errors and retries as specified in the prompt. + +We also define a helper function `merge_examples` that merges a list of examples into a single string using a given accumulator, and a workflow function `merge_workflow` that uses `merge_examples` to merge up to 3 examples into a single result or error. + +Finally, we initialize the system with an initial example and grammar, and use the `fold_left` function with the `merge_workflow` to generate the initial results. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_387.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_387.txt new file mode 100644 index 0000000..12f998e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_387.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation `op` to an accumulator value `acc` and each element of a list, from left to right. + +First, let's define some data types that will help us represent the different inputs and outputs required for our system: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type config = { + mutable grammar : grammar; + mutable prev_result : result; + mutable initial_example : example; + mutable new_example : example; + mutable max_errors : int; +} +``` + +Next, we define the `update_config` function which takes a list of configurations and updates them using a given operation: + +```ocaml +let update_config op configs = + List.iter (fun config -> config.prev_result <- op config) configs +``` + +Now, we create the `test_config` function that checks whether a configuration's result is valid or not: + +```ocaml +let test_config config = + match LanguageModel.evaluate config.grammar config.prev_result with + | Ok _ -> true + | Error e -> + config.max_errors <- config.max_errors - 1; + config.max_errors > 0 +``` + +The `merge_configs` function folds the configurations using a given operation and checks whether all the results are valid or not: + +```ocaml +let rec merge_configs op acc configs = + match configs with + | [] -> List.map (fun c -> c.prev_result) acc + | h :: t -> + let new_acc = update_config op h acc in + if test_config h then merge_configs op new_acc (h :: acc) else merge_configs op acc t +``` + +Finally, we create the `meta_magical_folder` function that initializes a list of configurations with an initial example and iteratively updates them using the `merge_configs` function until all results are valid: + +```ocaml +let rec meta_magical_folder op configs = + let new_configs = List.map (fun _ -> { grammar = ""; prev_result = ""; initial_example = ""; new_example = ""; max_errors = 3 }) configs in + List.iter2 + (fun config new_ex -> + config.grammar <- LanguageModel.extract_grammar new_ex; + config.initial_example <- new_ex; + config.prev_result <- LanguageModel.generate_description config.grammar config.initial_example) + configs new_configs; + let results = merge_configs op [] configs in + if List.for_all (fun r -> r <> "") results then results else meta_magical_folder op configs +``` + +In summary, the `meta_magical_folder` function implements a flexible and customizable system for generating prompts and functional workflows using a language model. It allows you to specify an operation that updates configurations based on new examples and merges their results until all of them are valid. This can be used in your high-tech code-based hacking game to generate creative and imaginative descriptions of code. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_388.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_388.txt new file mode 100644 index 0000000..138592b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_388.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will define several functions that handle different aspects of the prompt generation process. Here's an example OCaml code: + +```ocaml +type config = { + grammar : string; + prev_results : string; + new_example : string; +} + +let is_valid_output output = ... (* Define your validation logic here *) + +let error_feedback count acc err = + if count > 0 then + (error, acc) + else + let new_acc = handle_error acc err in + (new_acc, new_acc) + +let rec generate_prompt config max_errors = + let open Config in + let { grammar; prev_results; new_example } = config in + let folded_examples = + fold_left + (fun acc ex -> + let new_acc = process_grammar acc ex grammar in + if is_valid_output new_acc then new_acc else new_acc) + prev_results + [new_example] + in + match folded_examples with + | exception Error e -> + let (updated_config, _) = error_feedback max_errors prev_results e in + generate_prompt updated_config (max_errors - 1) + | valid_output -> (valid_output, config) + +(* Define other helper functions like process_grammar and handle_error *) +``` + +In the code above, we define a configuration record containing the necessary parameters. We also create an `is_valid_output` function to validate the generated prompt's quality. The `generate_prompt` function takes in a config and max error count, recursively processes examples using the grammar and validates each output. If an invalid output is detected, it will try to correct the errors up to 3 times before giving up. + +This code can be adapted to your specific use case by adding or modifying helper functions like `process_grammar` and `handle_error`. You may also want to add additional features like logging, better error handling, and more sophisticated validation rules as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_389.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_389.txt new file mode 100644 index 0000000..d415ffe --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_389.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. We will modify it to accept a function that generates new examples based on the current grammar and previous results, and a testing function to evaluate the quality of the generated examples. + +First, let's define some helper functions: + +1. A function `generate_example` that takes the current grammar, previous results, and a list of seed examples as input, and returns a new example. +2. A function `test_example` that checks whether a given example meets certain criteria or not. + +Now, we can rewrite the `fold_left` function to incorporate these helpers: + +```ocaml +(* Helper functions *) +let generate_example grammar previous_results examples = + (* Generate a new example based on the provided arguments *) + ... + +let test_example example = + (* Test whether the given example is valid or not *) + ... + +(* Customizable fold function for generating prompts and workflows *) +let rec generate_prompt_workflow max_attempts grammar previous_results examples = + let rec inner_fold acc = function + | [] -> acc + | h :: t -> + let new_example = generate_example grammar previous_results h in + if test_example new_example then + inner_fold (new_example :: acc) t + else if max_attempts > 0 then + inner_fold acc (h :: t) (* Recurse with the same list to try another example *) + else acc + in + inner_fold [] examples +``` + +The `generate_prompt_workflow` function takes a maximum number of attempts, grammar, previous results, and a list of seed examples as input. It recursively calls the helper functions `generate_example` and `test_example` to create new outputs until either a valid example is found or the maximum number of attempts has been reached. + +You can further customize this code to suit your needs, including changing the way examples are generated and tested, as well as modifying how the final output is used in the game's context. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_39.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_39.txt new file mode 100644 index 0000000..85916f4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_39.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: + +let rec fold\_left op acc = function +| [] -> acc +| h::t -> +let acc' = op acc h in +try +fold\_left op acc' t +with +| exn -> +if !Config.debug then +raise exn +else if !Config.max\_errors > 0 && !Config.error\_count < !Config.max\_errors then ( +incr Config.error\_count; +fold\_left op acc t +) +else raise exn +end + +This code takes four inputs: a binary operation `op`, an accumulator `acc`, and two lists `prev` and `new_ex`. It folds the elements of the list `prev` into the accumulator using the binary operation `op`. Then, it applies the same binary operation to fold the elements of the list `new_ex` into the updated accumulator. The function is recursive and handles errors by feeding them back to create a new accumulator up to 3 times, as specified in the prompt. + +In the context of generating prompts for a language model in a high-tech code-based hacking game, this meta magical folder can be used to merge streams of data from different sources such as grammar rules (A), previous results (D initially), and new examples (C) into one output (D). The output is then tested, and if it's good, the function repeats the loop with the new output. If an error occurs, the function feeds the error back to create a new output up to 3 times before raising an exception. + +This code can be further customized and adapted to suit the specific needs of the game and the language model used in it. For instance, the binary operation `op` can be defined as a concatenation function for strings or a combination function for tensors, depending on the type of data being processed. Similarly, the accumulator `acc` can be initialized with an empty string or an identity tensor, depending on the type of output desired. + +The configuration variables such as `Config.debug`, `Config.max_errors`, and `Config.error_count` can also be adjusted to control the behavior of the function. For instance, setting `Config.debug` to true will raise exceptions instead of feeding errors back, while increasing `Config.max_errors` will allow for more error-correction iterations before raising an exception. + +Overall, this meta magical folder provides a flexible and customizable system for generating prompts and functional workflows for a language model in a high-tech code-based hacking game. By merging streams of data from different sources into one output, the function enables the creation of creative and imaginative descriptions of code that can be used to enhance the gaming experience. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_390.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_390.txt new file mode 100644 index 0000000..d4c7c5f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_390.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this function could be used to merge streams of inputs from a high-tech code-based hacking game: + +```ocaml +(* A simple data structure for storing a prompt and its corresponding result *) +type prompt_result = { grammar : string; result : string } + +(* The function that performs the "magic" of generating a new result from a prompt *) +let generate_result ~prompt = LanguageModel.generate_text prompt + +(* The main fold function that takes in a list of prompts and their corresponding previous results, and returns a new list of prompts and results*) +let rec merge_prompts_and_results acc = function + | [] -> acc (* base case: return the accumulator when there are no more prompts to process *) + | { grammar; result } :: t -> ( + (* Generate a new result from the current prompt using the language model *) + let new_result = generate_result ~prompt:grammar in + + (* Test the new result. If it's good, add it to the accumulator and continue processing the rest of the prompts. Otherwise, feed the error back into the language model up to 3 times before giving up. *) + if is_good_result new_result then + merge_prompts_and_results (({ grammar; result = new_result } :: acc)) t + else if List.length acc < 3 then + merge_prompts_and_results (({ grammar; result = new_result } :: acc)) (t @ [ { grammar; result = new_result } ]) + else merge_prompts_and_results acc t) + +(* Start the folding process with an initial list of prompts and results *) +let starting_prompts_and_results = [ { grammar = "Grammar A"; result = "Previous Result A" }; { grammar = "Grammar B"; result = "Previous Result B" } ] in + +let final_prompts_and_results = merge_prompts_and_results [] starting_prompts_and_results in + +(* Print the final list of prompts and results *) +List.iter (fun { grammar; result } -> Printf.printf "Prompt: %s, Result: %s\n" grammar result) final_prompts_and_results +``` + +This code can be further customized and optimized based on the specific requirements of the game. For example, the `generate_result` function could be implemented using a more sophisticated language model or proof engine. Additionally, the `is_good_result` function could use various metrics to determine whether a result is good or not, such as its length, coherence, or relevance to the current context. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_391.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_391.txt new file mode 100644 index 0000000..be72e80 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_391.txt @@ -0,0 +1,63 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```sql +type 'a workflow = { + grammar : 'a; + previous_results : 'a list; + initial_example : 'a; + new_example : 'a; +} + +let rec merge_workflows op acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let merged = op acc h.grammar in + let updated_merged = List.fold_left (fun acc x -> op acc x) merged h.previous_results in + let further_updated_merged = op updated_merged h.initial_example in + merge_workflows op further_updated_merged t +``` +The `merge_workflows` function takes an operator `op`, an accumulator `acc`, and a list of workflows as input, where each workflow consists of a grammar, previous results, initial example, and new example. The function recursively applies the operator to merge the grammar of the current workflow with the previously merged grammars, then updates the merged result by applying the operator to each of the previous results in the current workflow. Finally, the updated merged result is further updated by applying the operator to the initial example in the current workflow. This process is repeated for all the workflows in the list, and the final merged result is returned. + +This function can be used to merge large language model prompt workflows with a customizable operator, allowing for flexible and creative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_392.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_392.txt new file mode 100644 index 0000000..9425f5c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_392.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```vbnet +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec merge_prompts inputs max_errors = + let (grammar, prev_results, new_example) = + match inputs with + | Grammar a :: PreviousResults b :: NewExample c :: [] -> (a, b, c) + | _ -> failwith "Invalid input format" + in + let rec merge_attempts attempts acc = + if attempts > max_errors then + acc + else + let new_output = generate_description grammar prev_results new_example in + let new_results = test_and_update_prev_results prev_results new_output in + merge_attempts (attempts + 1) (new_output :: acc) + in + let final_output = merge_attempts 0 [] in + if is_good_output (List.hd final_output) then + merge_prompts (NewExample (List.hd final_output)) max_errors + else + failwith "Failed to generate good output" + +and generate_description grammar prev_results new_example = + (* Generate a creative and imaginative description of code using the input parameters *) + ... + +and test_and_update_prev_results prev_results new_output = + (* Test the new output and update the previous results accordingly *) + ... + +and is_good_output output = + (* Check if the output meets certain quality criteria *) + ... +``` +The `merge_prompts` function takes a list of inputs and an optional maximum number of errors. It recursively calls itself with new examples until it generates a good output, or reaches the maximum number of errors. The `generate_description`, `test_and_update_prev_results`, and `is_good_output` functions can be customized to suit your specific needs for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. + +The `fold_left` function you provided can also be used as part of the implementation, for example, to apply a certain operation to all elements of a list: +```vbnet +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let generate_descriptions grammar prev_results new_examples = + List.fold_left (fun acc new_example -> merge_prompts [Grammar grammar; PreviousResults prev_results; NewExample new_example] 3) [] new_examples +``` +Here, the `generate_descriptions` function takes a grammar, previous results, and a list of new examples. It applies the `merge_prompts` function to each new example in the list, with a maximum number of errors set to 3. The resulting outputs are collected in a list using the `List.fold_left` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_393.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_393.txt new file mode 100644 index 0000000..a3ffb96 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_393.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type 'a workflow = { + grammar : string; + previous_results : string; + new_example : string; + output : string; + error_count : int; +} + +let merge_workflows workflows = + let op acc wf = + if wf.error_count > 3 then + { grammar = wf.grammar; + previous_results = wf.previous_results; + new_example = wf.new_example; + output = "Error: maximum error count reached"; + error_count = 0; + } + else if String.length wf.output > String.length acc.output then + { grammar = wf.grammar; + previous_results = wf.previous_results; + new_example = wf.new_example; + output = wf.output; + error_count = 0; + } + else { + let new_error_count = if String.length acc.output > String.length wf.output then acc.error_count + 1 else wf.error_count in + { grammar = wf.grammar; + previous_results = wf.previous_results; + new_example = wf.new_example; + output = acc.output; + error_count = new_error_count; + } + } + in + let init_acc = { grammar = ""; previous_results = ""; new_example = ""; output = ""; error_count = 0; } in + fold_left op init_acc workflows +``` +This code defines a `workflow` record type that stores the necessary information for each prompt workflow, including the grammar, previous results, new example, output, and error count. The `merge_workflows` function takes a list of workflows and uses a `fold_left` operation to merge them together, creating a new output based on the previous results and new examples of each workflow. + +The `op` function compares the length of the current workflow's output with the accumulator's output, choosing the one with the greater length as the new output. If the current workflow has exceeded its maximum error count (currently set to 3), the function returns the current workflow with an error message. + +The `init_acc` variable is used as the initial accumulator value for the `fold_left` operation, and the resulting merged workflow is returned by the `merge_workflows` function. This can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game or any other application that requires merging large language model prompt workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_394.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_394.txt new file mode 100644 index 0000000..cc7e323 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_394.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +let merge_examples grammar initial_example new_example max_retries = + let rec merge_examples_inner initial_result acc examples retries = + if retries = 0 then + failwith "Maximum number of retries exceeded" + else + let result = LanguageModel.generate grammar initial_result in + let new_acc = op acc result in + let new_examples = new_example :: examples in + if is_good_result result then + new_acc, new_examples, max_retries + else + merge_examples_inner result new_acc new_examples (retries - 1) + in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merged_result, _ = + fold_left + (fun acc example -> + merge_examples_inner initial_example acc [example] max_retries) + initial_example + [initial_example; new_example] + in + merged_result +``` +In this code, we define two types: `example` and `result`, which represent the types of examples used to generate results and the results themselves, respectively. These types should be replaced with the actual types used in your game. + +The function `merge_examples` takes four arguments: + +* `grammar`: the grammar used by the language model to generate results; +* `initial_example`: the initial example provided to the language model to start generating results; +* `new_example`: the new example provided to the language model to generate a new result; and +* `max_retries`: the maximum number of times the language model is allowed to retry generating a result before failing with an error. + +The function uses two auxiliary functions: `merge_examples_inner` and `fold_left`. + +The function `merge_examples_inner` takes four arguments: + +* `initial_result`: the initial result generated by the language model; +* `acc`: the accumulator, which stores the intermediate results generated by the language model; +* `examples`: the list of examples used to generate the intermediate results; and +* `retries`: the number of retries left before reaching the maximum number of retries. + +The function recursively calls itself with updated arguments until a good result is generated or the maximum number of retries is exceeded. If a good result is generated, the function returns the accumulator and the remaining examples. Otherwise, it fails with an error. + +The function `fold_left` is a standard OCaml function that folds a list from left to right using a binary operator. In this case, we use it to fold the intermediate results generated by the language model into a single merged result. The accumulator initially contains the initial example and is updated with each intermediate result generated by the language model until a good result is generated. + +Overall, the `merge_examples` function takes an initial example, a new example, and a grammar as input and generates a merged result that combines the two examples according to the grammar. The function allows for up to three retries if the generated result is not good. The resulting merged result can be used as input to generate further prompts and functional workflows for the language model in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_395.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_395.txt new file mode 100644 index 0000000..195d95a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_395.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and operations. Here's an example of how this might look in OCaml: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_language_model_workflows op acc inputs = + let rec fold_inputs op acc = function + | [] -> acc + | h::t -> ( + match h with + | Grammar a -> fold_inputs op (op acc a) t + | PreviousResults d -> fold_inputs op (op acc d) t + | NewExample c -> fold_inputs op (op acc c) t + ) + in + let final_result = fold_inputs op acc inputs in + test_output final_result; + final_result + +let test_output output = + (* Add code to test the output here *) + () +``` + +In this example, we've defined a new type `input` that represents the different types of input that can be passed to our function. We then define a new function `merge_language_model_workflows` that takes an operator `op`, accumulator `acc`, and a list of `inputs`. + +The `fold_inputs` function recursively applies the operator `op` to the accumulator `acc` and each input in the list. The `test_output` function can be used to test the final output before returning it. + +This is just one possible implementation, and you may need to modify it to fit the specific needs of your game. However, this should give you a good starting point for creating a flexible and customizable system for generating prompts and functional workflows for a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_396.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_396.txt new file mode 100644 index 0000000..7a28656 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_396.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t + +exception Error + +let rec merge_matrix ~max_errors grammar prev_res new_ex = + let open Grammar in + let open Previous_results in + let open New_example in + let merged = merge grammar prev_res new_ex in + let tested_merged = test merged in + if is_good tested_merged then ( + printf "Merged result is good: %s\n" (to_string merged); + max_errors := !max_errors - 1; + if !max_errors > 0 then merge_matrix ~max_errors grammar merged new_ex else () + ) else if !max_errors > 0 then ( + printf "Merged result is not good, trying again...\n"; + max_errors := !max_errors - 1; + merge_matrix ~max_errors grammar prev_res new_ex + ) else raise Error + +and merge grammar prev_res new_ex = + (* Merge the new example with the previous results based on the grammar rules *) + ... + +and test merged = + (* Test the merged result and return a boolean indicating whether it is good or not *) + ... +``` +The `merge_matrix` function takes in an input of type `input`, which consists of the grammar, previous results, and new example. It recursively applies the merge function up to three times if the merged result is not good. The maximum number of errors allowed is controlled by the `max_errors` parameter, which can be adjusted as needed. + +The `merge` and `test` functions are placeholders for your custom implementation based on your specific requirements. These functions should take in the necessary inputs and produce the merged result and test result respectively. + +Note that this is a basic implementation of the meta magical folder, and further customization may be required to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_397.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_397.txt new file mode 100644 index 0000000..8a2daa0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_397.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and logic. Here's an example OCaml code that incorporates the given requirements: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_magic_folder ~max_errors op acc = function + | [] -> acc + | h::t when max_errors <= 0 -> acc (* Return early if too many errors have occurred. *) + | h::t -> ( + match h with + | Grammar a -> fold_magic_folder ~max_errors op (op acc a) t + | PreviousResults d -> + let tested_d = test_output d in (* Test the previous result. *) + if tested_d then + fold_magic_folder ~max_errors op tested_d t + else + let rec try_new_output i = + if i > max_errors then acc (* Exceeded max errors, return early. *) + else + match new_example () with + | Some c -> + let d' = create_output (op acc c) in + if test_output d' then d' else try_new_output (i + 1) + | None -> acc (* No more examples, return early. *) + in + let new_d = try_new_output 1 in + fold_magic_folder ~max_errors op new_d t + | NewExample c -> + let d' = create_output (op acc c) in + let tested_d' = test_output d' in + if tested_d' then d' else fold_magic_folder ~max_errors op d' t + ) + +and test_output d = (* Test function for output D. *) + ... + +and create_output e = (* Function to create new output from input example and current accumulator. *) + ... + +and new_example () : (string option) = (* Generate a new example, or None if no more examples are available.*) + ... +``` + +The `fold_magic_folder` function takes an additional `max_errors` parameter to limit the number of times it will attempt to create a new output upon failure. The function iterates through the input list using `fold_left`, testing and updating the previous result based on the test outcome. If a new example is provided, the function creates a new output and tests it, retrying up to `max_errors` times if necessary. + +You will need to define the `test_output`, `create_output`, and `new_example` functions according to your specific requirements for testing outputs, creating new outputs from examples and accumulators, and generating new examples, respectively. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_398.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_398.txt new file mode 100644 index 0000000..dc6478b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_398.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type result = { + text : string; + success : bool; +} + +let merge_prompts grammar initial previous new_examples max_errors = + let rec aux acc examples errors_left = function + | [] -> + if List.for_all (fun r -> r.success) examples then + { text = List.map (fun r -> r.text) examples |> String.concat ""; success = true } + else + { text = "Error: Failed to generate valid prompt"; success = false } + | h :: t -> + let result = LanguageModel.generate_prompt grammar h in + if result.success then + aux (result :: acc) (result :: examples) errors_left t + else if errors_left > 0 then + aux acc examples (errors_left - 1) t + else + { text = "Error: Failed to generate valid prompt after 3 attempts"; success = false } + in + let rec fold_results acc results = function + | [] -> acc + | h :: t -> + if h.success then + fold_results (h.text :: acc) (h :: results) t + else + fold_results acc results t + in + let merged_prompt = + aux [] [initial] max_errors (previous @ new_examples) + in + { text = "Merged Prompt:\n" ^ merged_prompt.text; success = merged_prompt.success }, + fold_results [] [merged_prompt] [merged_prompt] + +(* Usage example: *) +let grammar = "A";; +let initial = { text = "B"; success = true };; +let previous = [{ text = "D1"; success = true }];; +let new_examples = [{ text = "C1"; success = true }; { text = "C2"; success = false }];; +let max_errors = 3;; + +let merged_prompt, results = merge_prompts grammar initial previous new_examples max_errors;; +Printf.printf "Merged Prompt:\n%s\nSuccess: %b\n" merged_prompt.text merged_prompt.success; +List.iter (fun r -> Printf.printf "%s\nSuccess: %b\n" r.text r.success) results; +``` +The `merge_prompts` function takes in the following parameters: + +* `grammar`: The grammar to be used for generating prompts. +* `initial`: The initial prompt to start merging from. +* `previous`: A list of previously generated prompts that have been merged. +* `new_examples`: A list of new prompts to be merged. +* `max_errors`: The maximum number of errors allowed before giving up on a prompt. + +The function returns two values: the merged prompt, and a list of all generated prompts (both successful and unsuccessful) during the merging process. + +The implementation uses two auxiliary functions: + +* `aux`: This function recursively applies the language model's generate\_prompt function to each example in the input list, while keeping track of the best result so far. If a result fails validation more than `max_errors` times, it is discarded and the next one is tried. +* `fold_results`: This function folds over the list of generated prompts, accumulating only the successful ones. + +The implementation also includes an example usage of the `merge_prompts` function. Note that this example uses a mock language model implementation (LanguageModel.generate\_prompt) for demonstration purposes only. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_399.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_399.txt new file mode 100644 index 0000000..99539f9 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_399.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list along with an accumulator that stores the intermediate results. + +First, let's define some types for our prompt workflows: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type prompter = grammar -> example -> (result * error) option +``` + +Now, we can modify the `fold_left` function to accept a `prompter` and an initial state: + +```ocaml +let rec fold_prompt op acc p g e t = + match p g e with + | Some (r, _) -> fold_prompt op (op acc r) op g t + | None -> acc + +let prompt : prompter = fun grammar example -> + let open Result.Monad_infix in + let* result, _ = perform_operation grammar example in + if is_valid_result result then Some (result, "") else None +``` + +Now, we can use this function to generate prompts for the language model with a given set of grammars and examples. The `fold_prompt` function will apply the `prompt` function to each pair of grammar and example until a valid result is obtained or all pairs have been exhausted: + +```ocaml +let rec merge_grammars_examples grams exs = + match grams, exs with + | [], _ -> [] + | _, [] -> [] + | g :: gs, e :: es -> + let initial_state = ("", g, e) in + fold_prompt prompt initial_state (fun _ _ -> None) gs es +``` + +Now, we can use this function to generate prompts for our language model with a list of grammars and examples. The `merge_grammars_examples` function will apply the `prompt` function to each pair of grammar and example until a valid result is obtained or all pairs have been exhausted: + +```ocaml +let game_dungeon = [ "grammar1"; "grammar2"; "grammar3" ] +let game_examples = [ "example1"; "example2"; "example3" ] + +let merged_results = merge_grammars_examples game_dungeon game_examples +``` + +This will give us a list of merged results that we can then use to generate creative and imaginative descriptions of code in our high-tech code-based hacking game. We can further customize this system by modifying the `prompt` function or adding additional processing steps to the `fold_prompt` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_4.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_4.txt new file mode 100644 index 0000000..6496a3a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_4.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. Here's an example of how to extend the given code: + +1. Define types for input parameters and output. +2. Create functions for processing input and updating state. +3. Use the fold\_left function to combine results. + +Here's an OCaml implementation based on the provided description: + +```ocaml +type example = string * (string -> string) +type grammar = string +type result = { description: string; is_valid: bool } +type state = { grammar: grammar; prev_results: result list; new_example: example } + +(* Helper function for creating a new state *) +let new_state ~grammar ~prev_results ~new_example = + { grammar; prev_results; new_example } + +(* Function to test the generated description *) +let test_description desc state = + { state with + prev_results = + (if is_valid_description desc then { description; is_valid = true } :: state.prev_results + else { description; is_valid = false } :: state.prev_results) + } + +(* Function to create a new output based on the current state and examples *) +let create_output state = + let open Example in + match state.new_example with + | None -> state, "No new example provided" + | Some (initial_example, transform) -> + let new_description = transform initial_example in + test_description new_description (test_description new_description (new_state ~grammar:state.grammar ~prev_results:state.prev_results ~new_example:(Some state.new_example))), + new_description + +(* Fold function for merging the results *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Main loop to generate and test outputs *) +let rec merge_workflows state = + let open Example in + match state.new_example with + | None -> state, "No new example provided" + | Some _ -> + let state, output = create_output state in + if List.for_all (fun r -> r.is_valid) state.prev_results then + merge_workflows (new_state ~grammar:state.grammar ~prev_results:(output :: state.prev_results) ~new_example:None) + else if List.length state.prev_results < 3 then + merge_workflows (new_state ~grammar:state.grammar ~prev_results:state.prev_results ~new_example:(Some state.new_example)) + else state, "Error: Max attempts reached, failed to create a valid output" + +(* Initialize the state and start the main loop *) +let initial_state = + new_state ~grammar:"A" ~prev_results:[] ~new_example:(Some ("B", fun _ -> "C")) in +merge_workflows initial_state +``` + +This code snippet defines a customizable system for generating prompts and functional workflows using a large language model. The `merge_workflows` function will generate new outputs and test them against the given grammar until it meets the criteria or reaches the maximum number of attempts. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_40.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_40.txt new file mode 100644 index 0000000..4752d25 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_40.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + text : string; + is_final : bool; +} + +let vectorize_example example = + (* Vectorization logic goes here *) + ("vectorized_example", [|1.; 2.; 3.|]) + +let test_output output = + (* Testing logic goes here *) + true + +let rec merge_inputs inputs acc = + match inputs with + | [] -> acc + | {grammar; prev_results; new_example} :: t -> + let vectorized_example = vectorize_example new_example in + let output = generate_text grammar prev_results vectorized_example in + if test_output output then + merge_inputs t {acc with text = output.text} + else + merge_inputs (t @ [({grammar; prev_results; new_example} : input)]) acc + +let generate_text grammar prev_results new_example = + (* Language model generation logic goes here *) + {text = "Generated text"; is_final = true} + +let rec merge_workflows workflows acc = + match workflows with + | [] -> acc + | h :: t -> + let inputs = h() in + merge_inputs inputs acc + +let start_merging_workflows workflows = + let initial_acc = {text = ""; is_final = false} in + merge_workflows workflows initial_acc +``` +This code defines several types and functions to manage the input/output processing, vectorization, testing, and merging of language model prompts and functional workflows. The `merge_inputs` function takes a list of inputs and an accumulator, and recursively processes each input by vectorizing the new example, generating text using the specified grammar and previous results, and testing the output. If the output passes the test, it is merged into the accumulator; otherwise, the process is repeated with the updated list of inputs and accumulator. The `merge_workflows` function takes a list of workflow functions and an initial accumulator, and recursively processes each workflow by generating a new list of inputs and merging them into the accumulator using `merge_inputs`. The `start_merging_workflows` function is the entry point for starting the merging process with a list of workflow functions. + +Note that this code is just an example, and would need to be adapted and extended to fully meet the requirements of the high-tech code-based hacking game described in the prompt. The actual implementation would depend on many factors, such as the specific language model API used, the vectorization library chosen, and the testing criteria defined. However, this should provide a good starting point for building a flexible and customizable system for generating prompts and functional workflows for a large language model in OCaml. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_400.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_400.txt new file mode 100644 index 0000000..044c639 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_400.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation to an accumulator and each element of a list, from left to right. We can extend this function to create a more sophisticated system that meets our requirements. + +First, let's define some types for better type safety and clarity: + +```ocaml +type example = string * string (* Initial example : B *) +type result = string (* Created new output D. *) +type error = string (* Error message if generation fails. *) +type feedback = result * error option (* Result with optional error. *) +type fold_state = { + grammar : string; + prev_results : result list; + initial_example : example; + current_example : example; + num_attempts_left : int; +} +``` + +Next, let's create a function that takes the fold state as input and generates a new result. This function will incorporate user-defined functions to generate an initial example, test a given result, and create a new output based on feedback: + +```ocaml +let rec generate_next_result ~initial_gen ~test_fn ~create_new_output_fn state : feedback = + let { grammar; prev_results; initial_example; current_example; num_attempts_left } = state in + match num_attempts_left with + | 0 -> (List.hd prev_results, Some "Exceeded maximum number of attempts") + | _ -> + let new_result = create_new_output_fn grammar current_example in + if test_fn new_result then + ({ grammar; prev_results = new_result :: prev_results; initial_example; current_example = new_result; num_attempts_left }, None) + else + generate_next_result ~initial_gen ~test_fn ~create_new_output_fn {grammar; prev_results; initial_example; current_example; num_attempts_left = num_attempts_left - 1} +``` + +Now we can define the `fold_magic_folder` function, which is a modified version of the original `fold_left`: + +```ocaml +let rec fold_magic_folder op acc state : fold_state * feedback = + let { grammar; prev_results; initial_example; current_example; num_attempts_left } = state in + match prev_results with + | [] -> (state, ({grammar; prev_results = [current_example]; initial_example; current_example; num_attempts_left}, None)) + | h :: t -> + let (new_state, new_feedback) = generate_next_result ~initial_gen:(fun _ -> initial_example) ~test_fn:(fun _ -> true) ~create_new_output_fn:(fun g ce -> op g ce.0) state in + let acc' = op acc new_feedback.0 in + (new_state, ({grammar; prev_results = new_feedback.0 :: h :: t; initial_example; current_example = new_feedback.0; num_attempts_left}, Some (acc', new_feedback))) +``` + +The `fold_magic_folder` function takes an operation, accumulator, and fold state as input. It recursively calls the user-defined `generate_next_result` function to create a new output based on the given grammar, previous results, initial example, and current example. The resulting feedback (including both the newly generated result and any error messages) is then used to update the accumulator through the provided operation. + +To use this system for generating creative and imaginative descriptions of code in a high-tech code-based hacking game, you can instantiate the `fold_magic_folder` function with custom functions that: + +1. Generate an initial example based on the given grammar +2. Test whether a generated result meets the desired criteria +3. Create a new output based on feedback and the current grammar +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_401.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_401.txt new file mode 100644 index 0000000..157e074 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_401.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation `op` to an accumulator `acc` and each element of a list, from left to right. + +To merge large language model prompt workflows, let's define a new function called `merge_workflows`. This function takes two inputs: the first is a list of workflow specifications, where each specification consists of a grammar and a seed example; and the second is an optional initial accumulator. + +The `merge_workflows` function will apply the given operation (in our case, `fold_left`) to combine the different workflows and generate new prompts based on their properties. Here's the code: + +```ocaml +type workflow = { + grammar : string; + seed : string; +} + +let rec merge_workflows op acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let new_acc = fold_left op acc h.seed in + merge_workflows op new_acc t + +(* Initializing the accumulator with an initial example *) +let initial_example = "A high tech code based hacking game..." in + +let workflows = [ + {grammar = "dungeon"; seed = "The player navigates through a dungeon";}; + {grammar = "monsters"; seed = "Monsters are defeated by weapons, spells, and artifacts";}; + {grammar = "quests"; seed = "Quests require solving puzzles or defeating enemies";}; +] in + +let final_result = merge_workflows fold_left initial_example workflows in +Printf.printf "Final result: %s\n" final_result; +``` + +This `merge_workflows` function recursively combines the properties of each workflow specification by applying the provided operation (here, `fold_left`) to the accumulator and the current seed example in the list. The base case is when there are no more workflows left; at this point, the accumulated result is returned as the final output. + +The initial accumulator can be set according to your needs, such as an initial example or a pre-defined grammar. In our example, we initialized it with a string describing the hacking game. The `workflows` list contains different aspects of the game that will be combined using the `fold_left` operation to generate a final description of the code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_402.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_402.txt new file mode 100644 index 0000000..5c0b677 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_402.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let try_generate ~grammar ~prev_results ~new_example = + let open Result.Monad in + let* () = LanguageModel.initialize grammar in + let+ result = LanguageModel.generate ~prev_results ~new_example in + { result; success = true } + +let feedback_loop ~max_attempts input = + let rec loop acc attempts = + if attempts > max_attempts then + { result = ""; success = false } + else + match try_generate ~grammar:input.grammar ~prev_results:acc.result ~new_example:input.new_example with + | Ok output -> output + | Error _ as e -> loop acc (attempts + 1) + in + loop { result = input.prev_results; success = false } 0 + +let merge inputs = + let open Result.Monad in + let* merged = + List.fold_left + (fun acc input -> + match acc with + | Ok merged -> feedback_loop ~max_attempts:3 input >>| fun output -> merged, output + | Error _ as e -> Result.error e) + (Ok { result = ""; success = false }) + inputs + in + let merged, outputs = merged in + let results = List.map fst outputs in + LanguageModel.combine merged results +``` +This code defines several types to represent the input and output of the language model, as well as a function `try_generate` that uses a hypothetical `LanguageModel` module to generate a new output given an input. The `feedback_loop` function takes an input and attempts to generate a new output up to `max_attempts` times using the `try_generate` function, returning the final result and a boolean indicating whether the generation was successful. + +The `merge` function takes a list of inputs and uses the `feedback_loop` function to generate a new output for each input. It then combines the final outputs into a single one using the hypothetical `LanguageModel.combine` function. This allows for the flexible and customizable generation of prompts and workflows for a large language model. + +Note that this code is just an example, and would need to be adapted to work with the specific details of your application. The `LanguageModel` module is also not provided, and would need to be implemented separately. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_403.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_403.txt new file mode 100644 index 0000000..086df40 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_403.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation to an accumulator and each element of a list, from left to right. We will adapt this function to merge different language model prompt workflows while taking into account user inputs and previous results. + +First, let's define data structures for grammar, examples, and results: + +```ocaml +type grammar = string +type example = string +type result = string +type language_model = grammar -> example -> (result * bool) list +``` + +Now, we can redefine the `fold_left` function to work with our new data structures and apply a given language model to generate results from examples: + +```ocaml +let rec fold_language_model op acc lm gr exs = + match exs with + | [] -> acc + | h :: t -> + let (res, success) = lm gr h in + fold_language_model op (op acc (res, success)) lm gr t +``` + +The function `fold_language_model` takes an operation, accumulator, language model, grammar, and a list of examples as arguments. The operation is defined as follows: + +```ocaml +let merge_results op (res1, success1) (res2, success2) = + if success1 && success2 then + (op res1 res2, true) + else if success1 then + (res1, false) + else if success2 then + (res2, false) + else + (res1, false) +``` + +The `merge_results` function merges the results and returns a tuple containing the merged result and a boolean indicating whether both were successful. Now, we can define our main function to merge large language model prompt workflows: + +```ocaml +let rec merge_workflows lm gr exs = + let op = merge_results in + fold_language_model op (exs, true) lm gr exs +``` + +The `merge_workflows` function applies the `fold_language_model` function with the provided language model and examples. It uses the `merge_results` function as an operation to merge results. The initial accumulator is a tuple containing the original examples and a boolean indicating success. + +This flexible system can be further customized by defining different data structures for grammars, examples, results, and language models, as well as modifying the `merge_results` operation to better suit your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_404.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_404.txt new file mode 100644 index 0000000..63818f1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_404.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can expand the `fold_left` function to include the necessary inputs and operations. Here's an example of how the OCaml code might look: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string + +let rec merge_prompts op acc = function + | [] -> acc + | (Grammar a) :: t -> merge_prompts op (op acc a) t + | (Previous d) :: t -> + let new_d = some_function_to_generate_new_d d in + merge_prompts op (op acc new_d) (NewExample c :: t) + | (NewExample c) :: t -> + let test_result = test_example c in + if test_result then + merge_prompts op (op acc c) t + else + let new_d = some_function_to_generate_new_d d in + merge_prompts op (op acc new_d) (NewExample c :: t) + +(* Initialize accumulator and input list *) +let acc = "" +let inputs = [ Grammar "Grammar A"; Previous "Previous D"; NewExample "New Example C" ] + +(* Fold over the input list to generate the final output *) +let final_output = List.fold_left merge_prompts acc inputs +``` + +In this example, we have defined a new type `input` that can be either a `Grammar`, `Previous`, or `NewExample`. We then redefine the `fold_left` function as `merge_prompts`, which takes an operator `op`, accumulator `acc`, and input list. The function applies the operator to the accumulator and the head of the input list, and recursively calls itself on the tail of the input list until it is empty. + +The `merge_prompts` function handles three cases: when the head of the input list is a `Grammar`, `Previous`, or `NewExample`. When the head is a `Grammar`, it applies the operator to the accumulator and the grammar string. When the head is a `Previous`, it generates a new example using some function and recursively calls `merge_prompts` with the new example and updated accumulator. If the new example fails the test, it generates a new example and tries again up to three times. + +The `merge_prompts` function can be customized further by defining different operators and functions for generating new examples based on the specific needs of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_405.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_405.txt new file mode 100644 index 0000000..38a7bab --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_405.txt @@ -0,0 +1,66 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The revised OCaml code for the meta-magical folder is as follows: + +```ocaml +type input = Grammar of string | PreviousResult of string | NewExample of string + +let rec merge_prompts inputs acc = + let (grammar, prev_result, new_example) = + match inputs with + | Grammar a :: PreviousResult b :: NewExample c :: rest -> (a, b, c) + | _ -> failwith "Invalid input format" + in + let combined = grammar ^ "\nPrevious Results: " ^ prev_result ^ "\nNew Example: " ^ new_example in + let result = LanguageModel.generate_description combined in (* Assuming we have a 'LanguageModel' module that provides this function *) + match result with + | GoodD description -> merge_prompts rest (acc @ [description]) + | Error e -> + if List.length acc < 3 then + merge_prompts (Grammar grammar :: PreviousResult prev_result :: NewExample new_example :: inputs) acc + else failwith ("Error after 3 iterations: " ^ e) +``` + +In this revised code, the `input` type is defined to handle different types of inputs. The `merge_prompts` function combines the provided grammar, previous result, and new example into a single string and then uses it as input for the language model's `generate_description` function (which should be implemented elsewhere). If the generated output is good, it recursively calls `merge_prompts` with the rest of the inputs. If there's an error, it tries to recreate a new prompt up to three times before giving up. + +Using this flexible system, you can create imaginative descriptions for objects, characters, and other elements in your high-tech code-based hacking game. The meta-magical folder will help you manage the generation process by combining different inputs, evaluating the output of the language model, and retrying if necessary to ensure a consistently engaging gaming experience. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_406.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_406.txt new file mode 100644 index 0000000..78c6c20 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_406.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. This function applies a given operation recursively to each element of a list, accumulating the results along the way. + +To implement the described merge functionality, I suggest creating an abstract data type (ADT) called `Workflow` that encapsulates the different components required for generating prompts and handling errors during creation. Then, we can define functions to manipulate these workflows in a composable manner. Here's an example implementation: + +```ocaml +type 'a stream = { content : 'a list; mutable cursor : int } +and 'a workflow = + | Failure of string + | Success of ('a stream * 'a stream * 'a stream) -> 'a stream * 'a stream + +(* Generate a stream from a list *) +let rec stream_of_list lst = + { content = lst; cursor = 0 } + +(* Create a workflow by applying an operation to a given stream *) +let apply_op op s1 s2 s3 = Success ({ content = List.map op (s1.content @ s2.content @ s3.content); cursor = 0 }) + +(* Fold over streams using an operation and accumulate the results into a workflow *) +let rec fold_left_workflow op acc = function + | [], _ -> Success (acc, stream_of_list []) + | _, [] -> Failure "Insufficient input streams" + | s1::t1, s2::t2 -> ( + let (s1', s2') = fold_left_workflow op acc (t1, t2) in + match apply_op op s1 s2 s1' with + | Failure err -> Failure err + | Success s3 -> (Success (acc, s3), s3') ) + | _ -> Failure "Mismatched stream lengths" + +(* Given a workflow and an error tolerance, attempt to create a merged stream up to three times *) +let rec merge_streams wf max_errors = + match wf with + | Success (s1, s2) -> Some s1.content @ some s2.content + | Failure err -> ( + let new_wf = + if max_errors > 0 then ( + let new_wf = ref wf in + for _i = 1 to max_errors do + new_wf := fold_left_workflow merge_streams !new_wf [s1; s2] + done; + !new_wf + ) else Failure err + in + match new_wf with + | Success _ -> Some (List.concat @@ List.map snd @@ List.filter_map ~f:fst @@ Utils.take 3 !new_wf) + | Failure err -> None ) + +(* Example usage: *) +let grammar = ["A"] +let prev_res = stream_of_list ["D"] +let new_exam = stream_of_list ["C"] +let workflow = fold_left_workflow merge_streams (prev_res, new_exam) grammar +let merged_content = Option.value ~default:[] @@ merge_streams workflow 3 +``` + +This code introduces a `Workflow` ADT that represents either a successful or failed generation process for the prompt. The `fold_left_workflow` function recursively applies an operation over multiple streams until they are exhausted, generating a new workflow at each step. Finally, the `merge_streams` function attempts to create a merged stream from a given workflow up to three times if errors occur during creation. + +By composing these functions, you can create a flexible and customizable system for generating prompts and functional workflows for your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_407.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_407.txt new file mode 100644 index 0000000..7db2566 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_407.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and handle errors as needed. Here's an example of how this might look in OCaml: +```ocaml +type input = { + grammar : string; + previous_results : string option; + new_example : string; +} + +type output = { + result : string; + error : string option; +} + +let rec merge_prompts op acc inputs = + match inputs with + | [] -> acc + | h::t -> ( + let input = h in + let new_output = + try + let result = Op.run input.grammar input.new_example in + { result; error = None } + with e -> { result = ""; error = Some (Printexc.to_string e) } + in + let acc' = + match acc.error, new_output.error with + | Some _, _ | _, Some _ -> acc + | None, None -> op acc new_output + in + merge_prompts op acc' t + ) +``` +This function takes a list of `input` records, each containing the grammar, previous results (optional), and new example to be used as input for a given operation. The `op` parameter is a function that takes an accumulator record and a new output record and returns a new accumulator record after merging the two outputs according to some custom logic. + +The function uses a left fold to recursively apply the `op` function to each element of the input list, starting with an initial accumulator value. The accumulator contains a single `output` record that stores the final merged result and any errors encountered during processing. + +To handle errors, the function checks for error messages in both the current output and the accumulator's previous output. If either one contains an error message, it stops merging further inputs and returns the current accumulator value as-is. This ensures that any errors are propagated through the system without being overwritten by subsequent inputs. + +To incorporate this function into your game engine, you can define a series of custom operations that take input records and return output records with merged results. For example, you might define an operation that merges two descriptions of a monster's behavior based on their respective grammar rules. By chaining together multiple operations in this way, you can create complex workflows for generating creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_408.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_408.txt new file mode 100644 index 0000000..e3234a7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_408.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type error = Failure of string | UserError of string + +let rec merge_matrices grammar prev_result new_example max_errors = + let open Result.Monad_infix in + let folder acc matrix = + let* result = LanguageModel.generate ~grammar matrix in + if LanguageModel.is_valid result then + pure (op acc result) + else if max_errors > 0 then + merge_matrices grammar prev_result new_example (max_errors - 1) >|= fun d -> op acc d + else + Error (UserError "Max errors reached, unable to generate valid output") + in + let* _ = fold_left folder prev_result [new_example] in + pure new_example +``` +This function takes the following inputs: + +* `grammar`: The grammar used for generating language model outputs. +* `prev_result`: The previous result of the merge operation, initially set to `D`. +* `new_example`: The new example to be merged with the previous results. +* `max_errors`: The maximum number of errors allowed before giving up on generating a valid output. + +The function uses a `folder` function that takes an accumulator `acc` and a matrix `matrix`, generates language model outputs using the given grammar, tests the output for validity, and either adds it to the accumulator or feeds the error back into the merge operation up to `max_errors` times. + +The final result is the merged matrix that passed the validation check. If no such matrix was found, an error message is returned. + +This function can be used as follows: +```ocaml +let grammar = ... +let prev_result = ... +let new_example = ... +let max_errors = 3 + +match merge_matrices grammar prev_result new_example max_errors with +| Ok result -> printf "Merged matrix: %s\n" (Matrix.to_string result) +| Error (Failure msg) -> printf "Error: %s\n" msg +| Error (UserError msg) -> printf "User error: %s\n" msg +``` +This code will attempt to merge `new_example` with `prev_result`, allowing up to `max_errors` errors before giving up. If a valid merged matrix is found, it will be printed to the console using the `Matrix.to_string` function. If an error occurs during the merge operation, an appropriate error message will be printed to the console. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_409.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_409.txt new file mode 100644 index 0000000..1905855 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_409.txt @@ -0,0 +1,67 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how we might extend this function to suit our needs: +```ocaml +let rec merge_workflows grammar acc = function + | [] -> acc + | h::t -> + let new_ex = create_example ~grammar:grammar ~prev_results:acc ~new_example:h in + let test_result = test_example new_ex in + if test_result then + merge_workflows grammar (append_example acc new_ex) t + else if (t |> List.length) > 0 then + merge_workflows grammar acc t + else + handle_error ~grammar:grammar ~prev_results:acc ~new_example:h +``` +In this example, the `merge_workflows` function takes three inputs: + +* `grammar` (A): The grammar to use in generating new prompts and workflows. +* `acc` (D initially): The previous results of the merge process, initially set to some initial value (D). +* `examples` (C): A list of examples from which to generate new prompts and workflows. + +The function iterates through the list of examples using a left fold operation, creating new examples (`new_ex`) by calling the `create_example` function with the current grammar, previous results, and new example. The `test_example` function is then used to test the quality of the new example, and if it passes the test, it is appended to the previous results using the `append_example` function. + +If the new example fails the test, the function checks whether there are more examples in the list (`t`) to process. If there are, the function continues iterating through the list by calling itself recursively. If there are no more examples, the function calls the `handle_error` function with the current grammar, previous results, and new example as arguments. + +This extended version of the `fold_left` function provides a flexible framework for generating prompts and workflows from a large language model in a high tech code-based hacking game. By modifying the functions used to create examples, test them, append them to previous results, and handle errors, we can customize the system to suit our specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_41.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_41.txt new file mode 100644 index 0000000..6e17a86 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_41.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type workflow = { + grammar : string; + previous_results : string; + new_example : string; + output : string; +} + +let merge_workflows op acc workflow = + let {grammar; previous_results; new_example; output} = workflow in + let merged = op acc { + grammar; + previous_results; + new_example; + output; + } in + {merged with output = output} + +let rec fold_left op acc workflows = + match workflows with + | [] -> acc + | h :: t -> + let merged = merge\_workflows op acc h in + fold\_left op merged t +``` +The `workflow` type represents a single workflow, which contains the grammar, previous results, new example, and output. The `merge_workflows` function takes an operator, accumulator, and workflow as arguments and merges the workflow into the accumulator using the given operator. The `fold_left` function recursively folds the list of workflows into a single merged workflow by applying the `merge_workflows` function to each element in the list. + +You can customize the `op` and `acc` parameters of the `fold_left` function to suit your needs for merging large language model prompt workflows. For example, you could use a simple concatenation operator that appends the output of each workflow to the accumulator, or you could define a more complex merging strategy that takes into account the properties and behaviors of each object and NPC in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_410.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_410.txt new file mode 100644 index 0000000..37d5409 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_410.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge together a list of language model prompt workflows: +``` +(* A simple type for language model prompts *) +type prompt = string * string + +(* The operation used to merge two prompts into one *) +let merge_prompts (prev, result) (grammar, new_ex) = + grammar, prev ^ "\n---\n" ^ result ^ "\n---\n" ^ new_ex + +(* The initial accumulator value for the fold_left function *) +let init_acc = ("", "") + +(* The fold_left function that merges together a list of prompts *) +let rec merge_prompts_list acc = function + | [] -> acc + | (grammar, new_ex) :: t -> + let merged = merge_prompts acc (grammar, new_ex) in + merge_prompts_list merged t + +(* The main function that takes a list of prompt workflows and merges them together *) +let merge_workflows prompts = + let merged_prompts = merge_prompts_list init_acc prompts in + fst merged_prompts, snd merged_prompts +``` +This code defines a type for language model prompts (a pair of strings) and a function that merges two prompts into one by concatenating them with a separator. It also defines an initial accumulator value for the fold\_left function and a recursive function that uses the merge\_prompts function to combine together all of the prompts in a list. The main merge\_workflows function takes a list of prompt workflows (a list of pairs of grammar and new example) and merges them into a single pair of strings representing the final, merged prompt. + +This code can be used as follows: +``` +(* A few sample prompt workflows *) +let workflow1 = ("Grammar 1", "Example 1") +let workflow2 = ("Grammar 2", "Example 2") +let workflow3 = ("Grammar 3", "Example 3") + +(* Merge the prompt workflows together *) +let merged_workflow = merge_workflows [workflow1; workflow2; workflow3] + +(* The resulting merged prompt *) +let merged_prompt = fst merged_workflow + +(* The examples from each of the original prompts, concatenated together *) +let merged_examples = snd merged_workflow +``` +This will result in merged\_prompt containing the final, merged prompt, and merged\_examples containing the concatenation of all of the examples from the original prompt workflows. The resulting merged prompt can then be used as input for a large language model to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_411.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_411.txt new file mode 100644 index 0000000..1ad8c98 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_411.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. Here's an example of how to extend this function to suit our needs: + +1. Define data structures for grammar, previous results, and new examples. +2. Create functions to generate prompts based on the given inputs. +3. Integrate a loop with error handling and up to 3 retries. + +Here's an example of OCaml code implementing these steps: + +```ocaml +type grammar = ... (* Define your own grammar type here *) +type result = ... (* Define your own result type here *) + +(* Prompt generation function signature *) +let generate_prompt (grammar : grammar) (prev_results : result list) (new_example : result) : string = ... + +(* Fold function with error handling and retries *) +let rec merge_with_retries fold_op acc grammars prev_results new_examples max_retries = + let rec aux acc grammars prev_results new_examples = + match grammars, prev_results, new_examples with + | [], _, _ -> acc (* All inputs processed *) + | h :: t, h' :: t', c :: t'' -> ( + let merged = fold_op acc h h' in + aux merged t t'' ) + | _, _, [] | _, [], _ -> raise (Failure "Mismatched input lists") + in + try + let merged_results = aux acc grammars prev_results new_examples in + merge_with_retries fold_op merged_results t grammars' t' (max_retries - 1) + with + | Failure _ when max_retries > 0 -> + let rec create_new_result prev_results new_example = + match prev_results, new_example with + | [], _ -> [new_example] + | h :: t, h' -> h' :: t + in + merge_with_retries fold_op acc grammars (create_new_result prev_results new_example) max_retries + | Failure _ | exn -> raise exn + +(* Usage example *) +let test () = + let grammar = ... (* Initialize your grammar here *) + and prev_results = [ ... ] (* Previous results here *) + and new_example = { ... } (* New example here *) + in + let merged_results = merge_with_retries (fun acc h h' -> generate_prompt h acc) [] [grammar] [prev_results; [new_example]] 3 in + ... +``` + +This code implements a flexible and customizable system for generating prompts and functional workflows using a large language model. You can adapt the `generate_prompt` function to create imaginative descriptions of code, monsters, treasures, challenges, weapons, spells, artifacts, and more for your high-tech code-based hacking game. The provided example demonstrates how to use this system with up to 3 retries in case of errors. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_412.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_412.txt new file mode 100644 index 0000000..096213f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_412.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge_inputs acc input = + let open Input in + match acc with + | [] -> [input] + | h :: t -> + if grammar = h.grammar then ( + { h with prev_results = h.prev_results ^ "\n" ^ new_example } :: t + ) else merge_inputs (input :: acc) input + +let rec generate_prompts inputs = + match inputs with + | [] -> [] + | h :: t -> + let open Input in + let prompt = + "Given the previous results and a new example, create a new output:\n\n" + ^ "Grammar: " ^ h.grammar ^ "\n" + ^ "Previous Results:\n" ^ h.prev_results ^ "\n" + ^ "New Example:\n" ^ h.new_example ^ "\n" + in + prompt :: generate_prompts t + +let rec process_prompts prompts = + match prompts with + | [] -> [] + | h :: t -> + let outputs = LanguageModel.generate_output (Prompt.of_string h) in + h :: process_prompts t + +let run inputs = + let merged_inputs = List.fold_left merge_inputs [] inputs in + let prompts = generate_prompts merged_inputs in + let outputs = process_prompts prompts in + outputs +``` +This code defines a few types to represent the different inputs and outputs of the system, as well as a number of functions to merge, generate, and process those inputs. The `run` function can be used to execute the entire workflow, taking a list of `input` records as argument and returning a list of strings representing the generated outputs. + +The code can be customized and extended to fit the specific needs of the high-tech code-based hacking game described. For example, the `LanguageModel.generate_output` function could be implemented using a specific language model library or API, and the `Prompt.of_string` function could be adapted to convert the prompts into the required format for that language model. Additionally, the system could be extended with additional steps, such as testing and validating the generated outputs, or visualizing the results using shaders and mathpylib. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_413.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_413.txt new file mode 100644 index 0000000..938d66f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_413.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation recursively to each element of a list, accumulating the results. + +First, let's define some types for our inputs, outputs, and errors: + +```ocaml +type example = string * string +type result = string +type error = string +type fold_result = Result of result | Error of error * int +``` + +Now we can modify the `fold_left` function to accommodate processing examples, testing results, and handling errors: + +```ocaml +let rec merge_examples grammar acc max_errors exs = + let test_and_retry example (Result result) = + if Example.isValid result then Result result else + if max_errors <= 0 then Error ("Invalid output", max_errors) else + let new_max_errors = max_errors - 1 in + Example.generate grammar new_max_errors example + in + let test_and_retry _ (Error (err, n)) = Error (err, n) in + let merge_one ex = + match ex with + | InitialExample b -> Result b + | NewExample c -> + let new_acc = Operation.apply grammar acc c in + Example.test new_acc; + Result new_acc + in + fold_left (merge_one >> test_and_retry) acc exs +``` + +In the example above, we define a function called `merge_examples` that accepts three arguments: a grammar, an accumulator, and a list of examples. The accumulator is initialized with a given initial example. The function tests each new example against the accumulated result using a given operation and updates the accumulator accordingly. If the generated output fails validation, the function will retry up to `max_errors` times before returning an error. + +Here's how you can use this function: + +```ocaml +let grammar = Grammar.create "your grammar here" in +let acc = "initial example" in (* or parse your initial example using a suitable parser *) +let exs = [InitialExample "example 1"; NewExample "example 2"; ...] in +match merge_examples grammar acc 3 exs with +| Result output -> Output.print output +| Error (err, n) -> Error.handle err n +``` + +This function should provide a flexible and customizable way to generate prompts and functional workflows for a large language model using a folder pattern. You can adjust the `merge_one`, `test_and_retry`, and `merge_examples` functions as needed to suit your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_414.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_414.txt new file mode 100644 index 0000000..d7c4cef --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_414.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this function could be used to merge streams of input from a high-tech code-based hacking game: +```ocaml +(* Define a function to test if a prompt is valid *) +let is_valid_prompt (prompt : string) = + (* Use regular expressions or other methods to check if the prompt meets certain criteria *) + true + +(* Define a function to generate a new prompt using a grammar and previous results *) +let rec generate_prompt (grammar : string) (prev_results : string list) : string = + (* Use the grammar and prev_results to construct a new prompt *) + "New prompt generated from grammar and prev_results" + +(* Define a function to generate a response using a language model and a prompt *) +let generate_response (model : 'a) (prompt : string) : 'b = + (* Use the language model to generate a response from the prompt *) + "Generated response from model and prompt" + +(* Define a function to test if a response is valid *) +let is_valid_response (response : 'b) : bool = + (* Use methods specific to the response type to check if it meets certain criteria *) + true + +(* Define a function to merge streams of input from the game *) +let rec merge_streams (grammar : string) (prev_results : string list) (examples : (string * 'a * 'b) list) : 'b = + (* Use fold_left to iterate through each example in the stream, generating a new prompt and response for each one *) + let rec merge_example (prompt : string) (model : 'a) (response : 'b) : 'b = + if is_valid_response response then + response + else + (* If the response is not valid, generate a new prompt and try again up to 3 times *) + let rec try_prompt (attempts_left : int) : unit = + if attempts_left <= 0 then + response + else + let new_prompt = generate_prompt grammar prev_results in + let new_response = generate_response model new_prompt in + try_prompt (attempts_left - 1) + in + try_prompt 3 + in + List.fold_left (fun acc (example : string * 'a * 'b) -> merge_example acc (fst example) (snd example)) response examples +``` +In this example, the `merge_streams` function takes a grammar, previous results, and a list of examples as input. Each example consists of an initial prompt, language model input, and expected output. The function uses `fold_left` to iterate through each example in the stream, generating a new prompt and response for each one. If the response is not valid, the function generates a new prompt and tries again up to 3 times. Finally, the function returns the final merged response. + +This system can be customized further by modifying the `generate_prompt`, `generate_response`, and validation functions to suit specific needs. The resulting prompts and responses can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game, where players explore a dungeon of knowledge generated using a large language model and a proof engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_415.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_415.txt new file mode 100644 index 0000000..848cdbc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_415.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. Here's an example of how you might expand this function to suit your needs: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec generate_prompt_workflow input acc n_attempts = + let open Option.Monad_infix in + match input.prev_results with + | Some prev_res -> + let folded = fold_left (fun acc' h -> h acc') acc [input.grammar; prev_res] in + { result = folded; is_good = true } + >>= fun good_result -> + if good_result.is_good then Lwt.return good_result else + if n_attempts > 0 then ( + let new_input = { input with new_example = good_result.result } in + generate_prompt_workflow new_input acc (n_attempts - 1) + ) else Lwt.return { result = ""; is_good = false } + | None -> + let folded = fold_left (fun acc' h -> h acc') acc [input.grammar; input.new_example] in + { result = folded; is_good = true } + +let generate_prompt_and_test ~grammar ~prev_results ~new_example ~test_func n_attempts = + let input = { grammar; prev_results; new_example } in + let initial_acc = { result = ""; is_good = false } in + generate_prompt_workflow input initial_acc n_attempts >>= fun result -> + Lwt.return (test_func result.result) +``` +The `generate_prompt_workflow` function takes an input record, which includes the grammar to use for generating the prompt, the previous results (optional), and a new example string. The function recursively attempts to generate a prompt using the given input, testing each generated prompt with the provided test function. + +The `generate_prompt_and_test` function is used to create a prompt using a given grammar, initial result (if any), new example, and test function. It generates the prompt using the `generate_prompt_workflow` function and then tests it with the provided test function. + +With this code as a starting point, you can further customize the functions to fit your specific use case in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_416.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_416.txt new file mode 100644 index 0000000..37bff7f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_416.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided. This code uses the `fold_left` function to iteratively apply an operation to each element of a list, accumulating the results in a "running total" value. + +```ocaml +type example = string +type result = string +type error = string +type 'a workflow = example -> ('a * error) option + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + match op acc h with + | Some (acc', _) -> fold_left op acc' t + | None -> acc + +(* The initial example and result. *) +let initial_example = "A simple program that prints 'Hello, world!'" +let initial_result = "print('Hello, world!')" + +(* A workflow for generating a new result from an example. *) +let rec generate_result : example -> (result * error) option = fun example -> + (* Use the large language model to generate a new result from the example. *) + let result = LargeLanguageModel.generate_code example in + (* Test the result to see if it is valid. If so, return it. Otherwise, return an error message. *) + if Result.is_valid result then + Some (result, "") + else + None + +(* The main loop of the system. *) +let rec main_loop : unit -> unit = fun () -> + (* Initialize the example and result. *) + let example = initial_example in + let result = initial_result in + let mutable num_errors = 0 in + (* Iterate until a valid result is generated, or until we have tried three times. *) + while num_errors < 3 do + (* Generate a new result from the current example. *) + match generate_result example with + | Some (new_result, _) -> + (* If the new result is valid, update the example and result and break out of the loop. *) + example = new_result; + result = new_result; + num_errors = 0; + | None -> + (* If the new result is invalid, increment the error counter and continue the loop. *) + num_errors <- succ num_errors + done; + (* Print the final result. *) + print_endline result; + (* Continue to the next example by calling the main loop again. *) + main_loop () + +(* Start the system by calling the main loop. *) +main_loop () +``` + +This code defines a type for examples, results, and errors, as well as a type for workflows, which are functions that take an example and return either a new result and error, or `None` if the example cannot be processed. The main loop of the system uses a recursive function called `main_loop` to iteratively generate new results from examples, testing each result to see if it is valid. If a valid result is found, it is printed and the process starts again with a new example. If three invalid results are generated in a row, the system gives up and stops. + +This code can be easily customized and extended by defining new workflows or modifying the existing one. For example, you could define a workflow that generates new examples from old ones, allowing the system to explore a space of possible programs or descriptions. You could also add additional tests to the result validation step, or use a different method for generating results, such as a proof engine or a different type of language model. + +I hope this helps! Let me know if you have any questions or need further clarification. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_417.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_417.txt new file mode 100644 index 0000000..7cb9d2c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_417.txt @@ -0,0 +1,65 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a language model, we can use a folding function that recursively applies an operation to each element in a list, passing along an accumulator value that is updated with the result of each application. + +Here is an example of how this might be implemented in OCaml: +``` +type 'a workflow = { + grammar : string; + previous_results : 'a list; + new_example : 'a; +} + +let fold_workflows op acc wfs = + List.fold_left (fun acc wf -> + let result = op wf.grammar wf.previous_results wf.new_example in + { wf with previous_results = result :: wf.previous_results } + ) acc wfs +``` +This function takes a list of `workflow` values, each containing a grammar string, a list of previous results, and a new example to be processed. The `fold_workflows` function uses the `List.fold_left` function to iterate over the list of workflows, applying the `op` operation to the grammar, previous results, and new example for each workflow. The result of each application is added to the `previous_results` list of the workflow, which is then returned as part of a new `workflow` value that is added to the accumulator list. + +The `op` operation can be defined to suit the specific needs of your application. For example, it might involve using a large language model to generate a creative and imaginative description of code based on the provided grammar and previous results. The new example could be used as a seed or starting point for the generation process, and the accumulator list could be used to keep track of the results generated by each application of the operation. + +After applying the `fold_workflows` function to a list of workflows, you will be left with a single `workflow` value that contains an accumulator list of all the results generated by the operation. You can then test this final result to see if it meets your desired criteria, and repeat the process with new examples if necessary. + +To integrate this function into your high tech code based hacking game, you could define a workflow for each object or NPC in the dungeon that specifies its grammar, previous results, and new example. You could then use the `fold_workflows` function to recursively apply an operation to each workflow, generating descriptions of code that can be used to navigate the dungeon and complete quests. By using a large language model and proof engine, you can create a dynamic and interactive game environment that is both flexible and customizable. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_418.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_418.txt new file mode 100644 index 0000000..1ef4200 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_418.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +(* A simple record to represent the input and output of the folding process *) +type fold_result = { + grammar : string; + prev_results : string; + new_example : string; + merged_result : string; +} + +(* The main function that takes an initial folder state, a list of inputs, and a function to merge the results *) +let rec fold_magic_folder ~init_state inputs merge_fn = + match inputs with + | [] -> init_state + | h :: t -> + let { Fold_result.grammar; prev_results; new_example } = h in + let merged_result = merge_fn ~prev_results ~new_example in + let updated_folder = { + grammar; + prev_results = merged_result; + new_example; + merged_result; + } in + fold_magic_folder ~init_state:updated_folder t merge_fn + +(* A simple example of a merging function that concatenates the previous results and the new example *) +let simple_merge_fn ~prev_results ~new_example = prev_results ^ "\n" ^ new_example + +(* Define some sample inputs for testing *) +let input1 = { Fold_result.grammar = "A"; prev_results = "D"; new_example = "C"; merged_result = "" } +let input2 = { Fold_result.grammar = "E"; prev_results = "F"; new_example = "G"; merged_result = "" } +let inputs = [input1; input2] + +(* Define the initial folder state *) +let init_folder = { + grammar = ""; + prev_results = ""; + new_example = ""; + merged_result = ""; +} + +(* Run the folding process with the sample inputs and merging function *) +let final_folder = fold_magic_folder ~init_state:init_folder inputs simple_merge_fn + +(* Print the final result *) +Printf.printf "Final merged result: %s\n" final_folder.merged_result +``` + +This code defines a `fold_magic_folder` function that takes an initial folder state, a list of inputs, and a merging function as arguments. The function recursively applies the merging function to each input in the list, using the result of the previous merge as the `prev_results` argument for the next one. The final merged result can be obtained from the `merged_result` field of the resulting folder state. + +In this example, we use a simple `simple_merge_fn` function that concatenates the previous results and the new example. You can replace this with your own merging logic to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_419.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_419.txt new file mode 100644 index 0000000..f35a494 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_419.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. This function applies a given operation to an accumulator and each element of a list, from left to right, making it suitable for combining different components of a prompt workflow. + +First, let's define data types for grammar, previous results, new examples, and outputs: + +```ocaml +type grammar = string +type prev_results = string +type new_example = string +type output = string + +type prompt_workflow = { + grammar : grammar; + prev_results : prev_results; + new_example : new_example; +} + +type merge_result = { + success : bool; + output : output; +} +``` + +Now, let's define a function that merges two prompt workflows. This function will apply the provided `op` to combine the components of both workflows: + +```ocaml +let merge_prompt_workflows ~op { grammar = g1; prev_results = d1; new_example = c1 } + { grammar = g2; prev_results = d2; new_example = c2 } = + let op_grammars gr1 gr2 = op gr1 gr2 in + let op_prev_results pr1 pr2 = op pr1 pr2 in + let op_new_examples ne1 ne2 = op ne1 ne2 in + + { grammar = op_grammars g1 g2; + prev_results = op_prev_results d1 d2; + new_example = op_new_examples c1 c2; + } +``` + +Next, let's define a function that applies the merge operation to a list of prompt workflows: + +```ocaml +let rec merge_prompt_workflows_list ~op acc = function + | [] -> acc + | h :: t -> + let merged = merge_prompt_workflows ~op h (List.hd t) in + merge_prompt_workflows_list ~op (merged :: acc) t +``` + +Finally, let's define a function that takes an initial workflow and merges it with a list of new examples: + +```ocaml +let merge_initial_and_new_examples ~op initial_workflow new_examples = + List.fold_left (fun acc ne -> merge_prompt_workflows ~op acc ne) initial_workflow new_examples +``` + +With these functions, you can now create a flexible and customizable system for generating prompts and functional workflows for a large language model in your high-tech code-based hacking game. Don't forget to define the appropriate merge operations (`op`) based on your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_42.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_42.txt new file mode 100644 index 0000000..e692d0b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_42.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + error : string option; +} + +let try_generate ~max_attempts generator input = + let rec aux attempt input = + let result = generator input in + if String.length result > 0 then + Ok { result; error = None } + else if attempt < max_attempts then + aux (attempt + 1) input + else + Error "Failed to generate a valid output" + in + aux 0 input + +let merge_workflows generator input = + let open Option.Monad_infix in + let open Error.Monad_infix in + let rec aux acc input = function + | [] -> acc + | h :: t -> + let+ { result; error } = try_generate ~max_attempts:3 generator (input, h) in + aux (result :: acc) (if Option.is_none error then input else { input with new_example = result }) t + in + aux [] input + +let test_merge_workflows () = + let generator _input = + (* Implement your large language model prompt workflow here *) + "Generated output" + in + let input = { grammar = ""; prev_results = ""; new_example = "" } in + let merged_output = merge_workflows generator input in + match merged_output with + | Ok outputs -> + List.iter (fun output -> + (* Process the generated outputs here *) + Printf.printf "Output: %s\n" output.result) + outputs + | Error e -> + Printf.printf "Error: %s\n" e +``` +In this code, we define an `input` record type that contains the necessary inputs for generating a prompt workflow. We also define an `output` record type that stores the generated result and any error messages. + +We then define a `try_generate` function that attempts to generate a valid output from the given generator up to a maximum number of attempts. If a valid output is generated, it returns an `Ok` value containing the output. Otherwise, it returns an `Error` value with a message indicating failure. + +The `merge_workflows` function takes a generator and an input record as arguments. It uses the `try_generate` function to attempt to generate valid outputs for each grammar in the list of grammars. If a generated output is valid, it updates the input record with the new example and continues processing the rest of the grammars. If all grammars have been processed, it returns a list of the generated outputs. + +Finally, we define a `test_merge_workflows` function that tests the `merge_workflows` function with a sample generator. This function should be modified to use your specific large language model prompt workflow generator. The generated outputs are printed to the console for demonstration purposes. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_420.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_420.txt new file mode 100644 index 0000000..462ff8f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_420.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml code to implement the meta magical folder that takes in inputs such as grammar, previous results, new examples, and iteratively creates new outputs by testing them and feeding any errors back into the creation process up to three times: +```ocaml +(* A simple data type for representing errors *) +type error = Failure of string | UserError of string + +(* A function to test an output and return either the output itself or an error *) +let test_output grammar output = + (* Test the output using the provided grammar and return either the output or an error *) + ... + +(* The main fold_left function that iteratively creates new outputs *) +let rec fold_left op acc errors = function + | [] -> acc + | h :: t -> ( + try + let new_acc = op acc h in + fold_left op new_acc errors t + with e when List.length errors > 0 -> + (* Feed the error back into the creation process *) + fold_left op acc (e::errors) t) + +(* Example usage: *) +let grammar = ... +let prev_results = ... +let new_examples = ... + +let initial_output = ... + +let folder () = + let rec merge_and_test i output errors = + let merged_output = fold_left (fun acc ex -> ...) output [new_examples.(i)] in + try + let tested_output = test_output grammar merged_output in + if i < Array.length new_examples - 1 then + merge_and_test (i+1) tested_output errors + else + tested_output + with e -> + if List.mem e errors then + merge_and_test i output (e::errors) + else + let err = Failure ("Error in iteration " ^ string_of_int i) in + fold_left (fun acc ex -> ...) initial_output [err] + in + try + let final_output = merge_and_test 0 initial_output [] in + (* Test and use the final output *) + ... + with e -> + (* Handle any errors that occurred during the creation process *) + ... +``` +In this code, we define a `fold_left` function that takes an operator `op`, an accumulator `acc`, a list of errors, and a list of inputs to be processed. The function applies the operator to each input and the current accumulator, and recursively calls itself with the new accumulator value until all inputs have been processed. If an error occurs during this process, it is added to the list of errors and the function continues processing the remaining inputs. + +We also define a `test_output` function that takes in a grammar and an output string, and tests whether the output satisfies the provided grammar rules. The implementation of this function will depend on the specifics of the grammar and testing framework being used. + +In the example usage section, we define some sample inputs for the `fold_left` function, such as a grammar, previous results, new examples, and an initial output value. We then define a `merge_and_test` function that applies the `fold_left` function to each new example in turn, testing the resulting merged output at each step and continuing with the next example if the test is successful. If an error occurs during this process, it is added to the list of errors and the function continues processing the remaining examples. + +Finally, we define a `folder` function that wraps the `merge_and_test` function in a try-with block to handle any exceptions that may occur during the creation process. If an exception occurs, it can be caught and handled appropriately (e.g., by logging an error message or retrying the creation process with different inputs). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_421.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_421.txt new file mode 100644 index 0000000..733b917 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_421.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation to an accumulator and each element of a list, from left to right, and is well-suited to our needs. + +First, let's define data structures for the grammar and results: + +```ocaml +type grammar = string +type result = string +type prompt_workflow = {grammar : grammar; previous_results : result list; new_example : result} +``` + +Next, let's create a function that tests the validity of a given result and updates it if necessary: + +```ocaml +let test_and_update_result ~max_attempts example = + let rec update i acc example = + if i >= max_attempts then failwith "Max attempts reached" + else + try + (Ok (example, acc)) + with + | _ -> update (i + 1) (update_function acc example) example + in + let (new_result, accumulator) = update 0 id example in + new_result +``` + +Now, we can create a function that generates a new prompt workflow based on the given inputs: + +```ocaml +let generate_prompt_workflow ~grammar ~previous_results ~new_example = + let test_and_update = test_and_update_result ~max_attempts:3 in + { + grammar; + previous_results = List.map test_and_update previous_results; + new_example = test_and_update new_example; + } +``` + +Finally, we can create a function that processes a list of prompt workflows using `fold_left`: + +```ocaml +let rec fold_prompt_workflows op acc = function + | [] -> acc + | pw :: t -> + let updated_previous_results = List.map (fun r -> op r pw.new_example) pw.previous_results in + fold_prompt_workflows op (op acc {pw with previous_results = updated_previous_results}) t +``` + +This system allows you to create and process prompt workflows for generating creative and imaginative descriptions of code in a high-tech code-based hacking game using a large language model. By providing appropriate functions for updating results, testing their validity, and combining them with previous results, you can customize this system to suit your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_422.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_422.txt new file mode 100644 index 0000000..9ffb61b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_422.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build an OCaml module that provides functions to fold different types of inputs using a specified operation. Here's an example of how this module might look like: +```ocaml +module Folder = struct + type 'a t = { + grammar : string; + prev_results : 'a list; + new_example : 'a; + op : 'a -> 'a -> 'a; + } + + let create ~grammar ~prev_results ~new_example ~op = { grammar; prev_results; new_example; op } + + let rec fold stream acc folder = + match stream with + | [] -> acc + | h :: t -> + let acc' = folder.op acc h in + fold t acc' folder + + let run folder = + let initial_acc = List.fold_left folder.op folder.prev_results folder.new_example in + fold folder.grammar initial_acc folder +end +``` +The `Folder` module provides a flexible interface to fold streams of different types of inputs using a specified operation. The `t` type represents a folder with four fields: `grammar`, `prev_results`, `new_example`, and `op`. The `create` function creates a new folder instance with the given parameters. + +The `fold` function takes a stream, an accumulator, and a folder as arguments and folds the elements of the stream using the specified operation. The `run` function runs the folder on a given grammar string by first computing the initial accumulator value based on the previous results and new example provided to the folder. + +To use this module, we can create a new folder instance with our desired parameters and call the `run` function: +```ocaml +let my_folder = Folder.create ~grammar:"a programming language" ~prev_results:[] ~new_example:"OCaml" ~op:( ^ ) in +Folder.run my_folder +``` +This will concatenate the `new_example` ("OCaml") to the result of folding the empty list (`[]`) with the specified operation (concatenation) on the given grammar string ("a programming language"). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_423.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_423.txt new file mode 100644 index 0000000..c0546ef --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_423.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of a matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + error : string; +} + +let merge_inputs inputs = + let default_error = "Error: No error specified." in + let grammars = List.map (fun x -> x.grammar) inputs in + let prev_results = List.map (fun x -> x.prev_results) inputs in + let new_examples = List.map (fun x -> x.new_example) inputs in + let errors = List.map (fun _ -> default_error) inputs in + { grammar = String.concat ""; prev_results; new_example = String.concat ""; error = String.concat "" errors }, + { result = ""; error = "" } + +let rec merge_streams op acc streams n = + if n = 0 then + acc + else + let stream = List.hd streams in + let new_acc = op acc (merge_inputs stream) in + merge_streams op new_acc (List.tl streams) (n - 1) + +let rec fold_left op acc streams = + match streams with + | [] -> acc + | h :: t -> let new_acc = fold_left op acc [h] in + fold_left op new_acc t + +let merge_workflows inputs = + let streams = List.map (fun x -> [x]) inputs in + let default_result = { result = ""; error = "" } in + let merged_result, _ = merge_streams merge_inputs default_result streams (List.length inputs) in + merged_result.result +``` +This code defines several types to represent the input and output of the merge process: `input` represents a single input stream with its grammar, previous results, and new example; and `output` represents the result and error of merging multiple input streams. The `merge_inputs` function takes a list of inputs and combines them into a single input stream with all possible combinations of their grammars, previous results, and new examples. + +The `merge_streams` function recursively merges n input streams using the `merge_inputs` function and accumulates the result using the specified operator `op`. The `fold_left` function applies the `op` operator to all elements of a list from left to right, similar to the initial code. + +The `merge_workflows` function takes a list of inputs and creates a list of streams containing only one input each. Then, it merges these streams using the `merge_streams` function with the `merge_inputs` operator and returns the merged result. + +This implementation is flexible and customizable as it allows specifying any operator to merge the input streams and provides a clear separation between the different steps of the merge process. The code can be further optimized or modified to suit specific needs, such as adding error handling or parallelizing the merge process. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_424.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_424.txt new file mode 100644 index 0000000..ead6e17 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_424.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type result = { + text: string; + success: bool; +} + +let merge_prompts grammar prev_result new_example max_tries = + let rec aux acc tries = function + | [] -> + if tries > 0 then + aux { text = ""; success = false } (tries - 1) prev_result.text + else + acc + | h :: t -> + let merged_example = grammar ^ " " ^ new_example in + let cmd = Printf.sprintf "echo \"%s\" | ./llm %s" merged_example grammar in + let result = + try + let output = Sys.command cmd in + if output = 0 then + { text = String.trim (input_line stdin); success = true } + else + { text = ""; success = false } + with e -> + { text = Printexc.to_string e; success = false } + in + let acc' = if result.success then result.text else prev_result.text in + aux { text = acc'; success = result.success } tries t + in + aux "" max_tries new_example + +(* Usage example *) +let grammar = "describe the function of the following code:";; +let prev_result = { text = ""; success = false };; +let new_example = "print('Hello, world!')";; +let merged_result = merge_prompts grammar prev_result new_example 3;; +Printf.printf "Merged result: %s\n" merged_result.text; +``` +The `merge_prompts` function takes in the following parameters: + +* `grammar`: The grammar to use for generating prompts. +* `prev_result`: The previous result, which contains the text and success status. +* `new_example`: The new example to use for generating a prompt. +* `max_tries`: The maximum number of tries allowed for generating a valid prompt. + +The function uses a recursive loop with a helper function `aux` to repeatedly generate prompts by concatenating the grammar and new example, and executing it through the language model command line interface (`./llm` in this case). If a prompt generates a successful result, the merged result is updated. The loop repeats up to `max_tries` times if a successful prompt is not generated. + +The resulting merged result is returned as a `result` record. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_425.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_425.txt new file mode 100644 index 0000000..5c1df66 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_425.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function allows us to iterate over a list of inputs and accumulate a result using an associative operation. + +First, let's define the types for our input data: + +```ocaml +type prompt = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type workflow = { + op : (string -> string -> string) ref; + acc : string ref; +} +``` + +Now, let's create a function that takes a `prompt` and a `workflow`, applies the operation in the workflow to the prompt and accumulated result, and returns an updated workflow with the new accumulated result: + +```ocaml +let apply_prompt_to_workflow ({grammar; prev_results; new_example} as prompt) (workflow : workflow) = + let acc = !workflow.acc in + let op = !workflow.op in + let updated_acc = + match prev_results with + | Some prev -> op acc (grammar ^ " " ^ prev) + | None -> op acc grammar + in + { workflow with acc = ref (op updated_acc new_example) } +``` + +Next, let's define a function that applies a list of prompts to a workflow: + +```ocaml +let rec apply_prompt_list prompts workflow = + match prompts with + | [] -> workflow + | h :: t -> apply_prompt_list t (apply_prompt_to_workflow h workflow) +``` + +Now, let's create a function that initializes a new workflow with an empty accumulator and the given operation: + +```ocaml +let init_workflow op = + { op = ref op; acc = ref "" } +``` + +Finally, we can define the `merge_prompt_workflows` function that takes a list of prompts, applies them to an initial workflow, and returns the final accumulated result: + +```ocaml +let merge_prompt_workflows prompts init_workflow = + let updated_workflow = apply_prompt_list prompts (init_workflow (fun a b -> a ^ " " ^ b)) in + !updated_workflow.acc +``` + +This system allows for customization by defining different operations and providing them as input to the `init_workflow` function, and flexibility through the use of the `fold_left`-based iteration mechanism. The generated descriptions of code can be used in a high-tech code-based hacking game as described in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_426.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_426.txt new file mode 100644 index 0000000..eea2a27 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_426.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge together streams of language model prompt workflows: +``` +(* Define the type of prompts *) +type prompt = string + +(* Define the type of fusion functions *) +type fusion_fn = prompt -> prompt -> prompt + +(* The accumulator function for fold_left *) +let acc fn state prompts = + List.fold_left (fun state prompt -> fn state prompt) state prompts + +(* The fusion function for language model prompt workflows *) +let rec merge_prompts grammar prev\_results new\_examples = + let open Option in + let fused\_prompt = + match (prev\_results, new\_examples) with + | Some prev, Some ex -> + let merged = fn grammar prev ex in + if is\_good merged then Some merged else None + | _ -> None + in + bind fused\_prompt (fun merged -> + (* Test the merged prompt and repeat the process if necessary *) + if is\_final\_iteration () then merged + else merge\_prompts grammar (Some merged) new\_examples) + +(* The main function to start the merging process *) +let rec start\_merging grammar initial\_example = + match initial\_example with + | Some ex -> + (* Initialize the previous results as the initial example *) + let prev\_results = Some ex in + merge\_prompts grammar prev\_results None + | None -> + failwith "No initial example provided" +``` +This code defines a `fold_left` function that takes a binary fusion function, an accumulator state, and a list of elements to process. The binary fusion function is used to combine the current accumulator state with each element in the list, and the resulting state is passed along to the next iteration. + +The `merge_prompts` function is the main function that performs the merging of language model prompt workflows. It takes a grammar, previous results (initialized as the initial example), and new examples as input. The function uses an inner helper function `fused_prompt` to perform the actual fusion of the prompts using the binary fusion function `fn`. If the fused prompt is good, it returns it as the new previous results. Otherwise, if the maximum number of iterations has not been reached, it recursively calls itself with the updated inputs. + +The `start_merging` function initializes the merging process by taking a grammar and an optional initial example as input. If an initial example is provided, it initializes the previous results to the initial example and starts the merging process. Otherwise, it raises an error. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_427.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_427.txt new file mode 100644 index 0000000..b413c59 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_427.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided. The `merge` function takes as input a list of prompts and their corresponding previous results, new examples, and grammar rules, and returns a new prompt and result by recursively applying a specified operation to each element in the list. + +```ocaml +type prompt = { + grammar : string; + prev_result : string; + new_example : string; + result : string; +} + +let merge prompts op acc = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t in + fold_left (fun acc prompt -> op acc prompt) acc prompts + +(* Example usage: *) +let grammar = "A";; +let prev_result = "D";; +let new_example = "C";; +let prompt1 = {grammar = grammar; prev_result = prev_result; new_example = new_example; result = "";};; +let prompt2 = {grammar = grammar; prev_result = prev_result; new_example = new_example; result = "";};; +let prompts = [prompt1; prompt2];; + +let merge_function acc prompt = + let new_result = prompt.new_example ^ " " ^ prompt.prev_result in + {grammar = prompt.grammar; prev_result = prompt.prev_result; new_example = prompt.new_example; result = new_result;} + +let merged_prompt = merge prompts merge_function {};; +``` + +This code can be further customized and adapted to suit the specific needs of the high-tech code-based hacking game described, such as by incorporating tensor vectorization, shader visualization, and other advanced features. The `merge` function provides a flexible framework for combining multiple prompts and their corresponding results into a single output, allowing for a wide range of creative and imaginative descriptions to be generated. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_428.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_428.txt new file mode 100644 index 0000000..2923a7e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_428.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* Replace this function with one that tests the quality of a result *) +let test_result _ = true + +(* The operation to fold the streams. Takes a previous result and an example, + and returns a new result or an error *) +let folder : example -> result -> (result * error) option = + fun example prev_result -> + let new_result = merge_examples [prev_result; example] in (* replace with your actual merging function *) + if test_result new_result then + Some (new_result, "") + else + None + +(* The function to initialize the previous result and error using an initial example. + Returns a tuple of the initial result and an empty error message *) +let init_prev : example -> (result * string) = fun ex -> (ex, "") + +(* The main folding loop that applies the folder operation repeatedly until a + good result is obtained or the maximum number of iterations is reached *) +let rec fold_left_with_test op acc max_iters examples = + let prev_result, _ = acc in + match examples with + | [] -> prev_result, "" + | ex :: rest -> + let result, error = + match acc with + | None, _ -> init_prev ex + | Some (prev, _), _ -> Option.bind (folder ex prev) (fold_left_with_test op) + in + let num_errors = String.length error in + if test_result result || num_errors >= String.length acc then + result, error + else if max_iters > 0 then + fold_left_with_test op (Some (result, error)) (max_iters - 1) rest + else + result, error + +(* The main function that takes the grammar, previous results, new examples, + and maximum number of iterations as inputs, and returns a tuple of the + final result and any errors encountered during the merging process *) +let merge_streams : string -> (result * string) list -> example list -> int -> (result * string) = + fun grammar prev_results new_examples max_iters -> + let init_acc = List.map (fun pr -> init_prev pr) prev_results in + fold_left_with_test (fun a b -> folder b a) (None, "") max_iters new_examples +``` +This code defines the types for examples, results, and errors, as well as functions to test a result, initialize the previous result and error using an initial example, and fold the streams of examples. The `fold_left_with_test` function implements the main merging loop that repeatedly applies the folder operation until a good result is obtained or the maximum number of iterations is reached. + +You can replace the placeholder functions with your actual implementation for testing results and merging examples, as well as modify the types and other details to fit your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_429.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_429.txt new file mode 100644 index 0000000..e8a7d00 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_429.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + error : string option; +} + +let merge_prompts input = + let open Option in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> ( + match h with + | { grammar; prev_results; new_example } -> + let new_output = Op.apply ~grammar ~prev:prev_results ~curr:new_example in + let acc' = op acc new_output in + fold_left op acc' t) + in + let initial_output = { result = input.new_example; error = None } in + let output = + List.fold_left + (fun acc x -> + match acc with + | { result = acc_result; error = acc_error } -> + let new_output = Op.test ~expected:acc_result ~input:x.new_example in + if Op.is_success new_output then + { result = x.new_example; error = None } + else if Option.is_none acc_error then + { result = acc_result; error = Some (Op.get_error new_output) } + else + acc) + initial_output + [ { grammar = "G1"; prev_results = input.prev_results; new_example = input.new_example } + ; { grammar = "G2"; prev_results = input.prev_results; new_example = input.new_example } + ; { grammar = "G3"; prev_results = input.prev_results; new_example = input.new_example } + ] + in + output +``` +The code defines two types: `input` and `output`. The `input` type represents the inputs to the merge function, which include a grammar, previous results, and a new example. The `output` type represents the result of merging the streams of prompts and functional workflows, which includes the merged output string and an optional error message. + +The `merge_prompts` function takes an input as its argument and returns an output. It first defines a helper function `fold_left`, which is a left-to-right fold over a list using an accumulator. The function then initializes the accumulator with an initial output that contains the new example string from the input and no error message. + +The function then folds over a list of grammars, applying each grammar to the previous results and the current new example to produce a new output. If the output is successful (i.e., it matches the expected result), then it becomes the new prev\_results for the next iteration. If an error occurs, the error message is accumulated in the `error` field of the output. + +Once all grammars have been applied, the function returns the final merged output with any accumulated errors. + +Note that this code is just a starting point and can be customized further to suit the specific needs of the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_43.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_43.txt new file mode 100644 index 0000000..bca6af2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_43.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define some data types that represent our game elements: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type folder_input = { + grammar : grammar; + prev_results : result list; + new_example : example; +} + +type folder_output = { + output : result; + errors : error list; +} +``` + +Next, we create a function that takes in the `folder_input`, applies the grammar to the previous results and new example, generates a new result, tests it, and returns either the new result or an error. + +```ocaml +let apply_grammar input = + let {grammar; prev_results; new_example} = input in + let combined_examples = List.concat [prev_results; [new_example]] in + let new_result = LangModel.apply_grammar grammar combined_examples in + (new_result, []) +``` + +Now, we define the test function that checks whether a result is valid and returns an error message if it's not: + +```ocaml +let rec test_result result = + match LangModel.test_result result with + | Ok _ -> (result, []) + | Error err -> (result, [err]) +``` + +We can now implement the `meta_magical_folder` function using the `fold_left` operation to apply the grammar, test the result, and repeat if necessary: + +```ocaml +let rec meta_magical_folder max_attempts input = + let {prev_results; new_example} = input in + let initial_input = {grammar= ""; prev_results; new_example} in + let base_case = apply_grammar initial_input in + let rec loop i acc input = + if i > max_attempts then acc + else + let (new_result, errors) = apply_grammar input in + let (tested_result, new_errors) = test_result new_result in + let new_input = {input with prev_results = tested_result :: prev_results} in + loop (i + 1) ({output= tested_result; errors= errors @ new_errors} :: acc) new_input + in + loop 1 [base_case] input +``` + +Finally, let's create a simple test function to see the output of our meta-magical folder: + +```ocaml +let test_meta_magical_folder () = + let example = "Once upon a time" in + let grammar = "in a world" in + let initial_results = ["there was a hacker"] in + let input = {prev_results= initial_results; new_example= example} in + let folder_output = meta_magical_folder 3 input in + List.iter (fun output -> Printf.printf "Output: %s\nErrors: %s\n" output.output (String.concat ", " output.errors)) folder_output +``` + +You can call the `test_meta_magical_folder` function to test and visualize the execution of our meta-magical folder for language model prompt workflows in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_430.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_430.txt new file mode 100644 index 0000000..693e7cc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_430.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + test_result : bool; +} + +let merge_prompts input = + let open Input in + let open Output in + (* Define the merging function here, e.g., by concatenating or interleaving the inputs *) + let merged = input.grammar ^ "_" ^ input.prev_results ^ "_" ^ input.new_example in + (* Test the merged output here, e.g., by checking its length or validity *) + let test_result = String.length merged > 0 in + { merged; test_result } + +let rec merge_streams acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let merged_input = merge_prompts h in + if merged_input.test_result then + merge_streams { merged = merged_input.merged; test_result = true } (merged_input :: acc) + else + (* If the merged output is not valid, retry up to 3 times *) + let retries = min 3 (List.length inputs - List.length acc) in + if retries > 0 then + merge_streams acc (h :: List.map (fun _ -> { h with new_example = "" }) (List.init retries (fun _ -> ()))) + else + merge_streams acc inputs + +let merge_all inputs = + let open Output in + let merged = merge_streams [] inputs in + { merged with test_result = true } (* Assume the final merged output is valid *) +``` +The code defines two types, `input` and `output`, for representing the input data and the output of the merging function, respectively. The `merge_prompts` function takes an input and returns a merged string and a boolean indicating whether the merge was successful or not. The `merge_streams` function recursively applies the `merge_prompts` function to a list of inputs until a valid merged output is obtained or all retries are exhausted. Finally, the `merge_all` function takes a list of inputs and returns the final merged output. + +Note that this code is just an example and can be customized to suit the specific needs of the application, e.g., by defining different merging functions, testing criteria, or retry policies. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_431.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_431.txt new file mode 100644 index 0000000..610413b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_431.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Previous_results.t + +let merge_streams (input : input) : output = + let grammar, prev_results, new_example = input in + let merged_results = ref prev_results in + for i = 1 to 3 do + let new_grammar = update_grammar grammar new_example in + let new_prev_results = run_language_model new_grammar in + let new_merged_results = merge_previous_results merged_results prev_results new_prev_results in + if is_good_enough !new_merged_results then ( + merged_results := new_merged_results; + grammar := new_grammar; + prev_results := new_prev_results; + break (); + ) + done; + !merged_results + +and update_grammar (grammar : Grammar.t) (new_example : New_example.t) : Grammar.t = + (* Update the grammar based on the new example *) + ... + +and run_language_model (grammar : Grammar.t) : Previous_results.t = + (* Run the large language model with the updated grammar *) + ... + +and merge_previous_results (merged_results : Previous_results.t ref) (prev_results1 : Previous_results.t) (prev_results2 : Previous_results.t) : Previous_results.t = + (* Merge the previous results from two iterations *) + ... + +and is_good_enough (prev_results : Previous_results.t) : bool = + (* Check if the previous results are good enough to stop merging *) + ... +``` +The `merge_streams` function takes an input consisting of a grammar, previous results, and a new example, and returns the merged results after potentially updating the grammar and previous results up to three times. The function is implemented recursively using a loop that breaks when the merged results are good enough. + +The `update_grammar`, `run_language_model`, `merge_previous_results`, and `is_good_enough` functions perform the necessary operations for updating the grammar, running the language model, merging previous results, and checking if the merged results are good enough, respectively. These functions can be customized based on the specific requirements of the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_432.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_432.txt new file mode 100644 index 0000000..d2d8950 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_432.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can extend the `fold_left` function to include additional parameters for the grammar, previous results, new examples, and maximum number of error retries. Here's an example OCaml code: +```ocaml +type workflow_error = Failure | Retry of int + +let rec fold_left_workflow op acc grammar prev_results new_examples max_retries = + let rec process_example acc ex_num = + let example = List.nth new_examples (ex_num - 1) in + try + let result = op acc grammar example in + (result, 0) + with e -> + let retries_left = max_retries - ex_num in + if retries_left <= 0 then + (acc, Failure) + else + (acc, Retry retries_left) + in + let initial_result, _ = process_example prev_results 1 in + fold_left op initial_result (List.init (List.length new_examples) (fun i -> process_example initial_result (i + 1))) +``` +This function takes the following parameters: +- `op`: a function that takes the accumulator, grammar, and example, and returns a new accumulator value +- `acc`: the initial accumulator value +- `grammar`: the current grammar rules +- `prev_results`: the previous results to use as the initial accumulator value +- `new_examples`: the list of new examples to process +- `max_retries`: the maximum number of times to retry an example before giving up + +The function uses a helper function, `process_example`, that takes the accumulator and an example number, and returns a tuple containing the new accumulator value and an error status (either `Failure` or `Retry n` where `n` is the number of retries left). The `fold_left` function is then used to iterate over the list of examples, updating the accumulator value at each step. + +To use this function to generate prompts and functional workflows for a large language model in the context of your high-tech code-based hacking game, you could define the `op` function as follows: +```ocaml +let create_prompt grammar acc example = + let open LanguageModel in + let prompt = generate_prompt ~grammar:"hacking_dungeon" ~input:(acc ^ "\n" ^ example) in + {|\n|} ^ prompt +``` +This function takes the current accumulator value (a string containing previous prompts), the grammar rules, and an example, and generates a new prompt by concatenating the previous prompts, the example, and the new prompt generated by the language model. The resulting string is returned in the form of a raw OCaml string literal. + +You could then use this `op` function with the `fold_left_workflow` function to generate a sequence of prompts for your game: +```ocaml +let hacking_dungeon_prompt = fold_left_workflow create_prompt "" hacking_dungeon_grammar [ "This is an example dungeon."; "Another example." ] 3 +``` +This would generate a sequence of prompts using the `hacking_dungeon` grammar, starting with the previous results `"This is an example dungeon.\nAnother example.\n"`, and using the new examples `[ "This is an example dungeon."; "Another example." ]`. The function would retry up to 3 times for any failed examples. + +The resulting string could then be used as input to your language model to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_433.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_433.txt new file mode 100644 index 0000000..9dddf64 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_433.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. Here's an example of how to extend this function to suit our needs: + +1. Define data structures for grammar, previous results, new examples, and outputs. +2. Implement a function to test the output quality. +3. Update the `fold_left` function to incorporate testing, error handling, and looping. +4. Create a wrapper function for initiating the process with given inputs. + +Here's an example implementation: + +```ocaml +type grammar = string +type result = string +type example = string + +(* Test function to check if the output is good. Return true if so, false otherwise. *) +let test_output output = + (* Implement your custom logic here *) + String.length output > 10 + +(* Fold function that includes testing and error handling *) +let rec fold_and_test op acc examples = + match examples with + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if test_output new_acc then + fold_and_test op new_acc t + else if List.length t > 0 then + fold_and_test op new_acc t + else + (* If no good output is found, return the initial acc *) + acc + +(* Wrapper function to start the process with given inputs *) +let merge_prompt_workflows grammar prev_results new_example = + let merged_result = fold_and_test (fun acc ex -> op acc ex) prev_results [new_example] in + merged_result + +(* Define your own op function here, e.g., op acc ex = ... *) +let op acc ex = acc ^ " " ^ ex +``` + +This implementation provides a flexible and customizable framework for generating prompts and functional workflows using the `fold_left` function. You can replace the `test_output`, `op`, and other functions with your desired logic to suit the specifics of your game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_434.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_434.txt new file mode 100644 index 0000000..7280e96 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_434.txt @@ -0,0 +1,67 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge together multiple language model prompt workflows: +```ocaml +(* A simple type for language model prompts *) +type prompt = string + +(* The operation used to merge two prompts together. In this case, we'll simply concatenate them with a space in between. *) +let merge_prompts acc prompt = acc ^ " " ^ prompt + +(* This is the main function that takes an list of language model prompts and merges them together into one using the fold_left function. *) +let rec merge_prompts_list prompts = + let merged\_prompt = List.fold\_left merge\_prompts "" prompts in + merged\_prompt + +(* Example usage: *) +let prompt1 = "A large language model" in +let prompt2 = "generated dungeon exploration game" in +let prompt3 = "with hacking elements" in +let merged\_prompt = merge\_prompts\_list [prompt1; prompt2; prompt3] in +Printf.printf "Merged prompt: %s\n" merged\_prompt +``` +This code defines a type `prompt` for language model prompts, and a function `merge_prompts` that takes two prompts and merges them together by concatenating them with a space in between. The main function `merge_prompts_list` uses the `fold_left` function to merge together an list of prompts into one. + +In this example, we have defined three prompt strings: "A large language model", "generated dungeon exploration game", and "with hacking elements". By passing them as arguments to the `merge_prompts_list` function, we can merge them together into a single string: "A large language model generated dungeon exploration game with hacking elements". + +You can customize this code to suit your needs by changing the definition of the `prompt` type and the `merge_prompts` function. For example, you could add more information to each prompt, or use a different method for merging them together (e.g., alternating between them, or selecting the best one based on some criteria). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_435.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_435.txt new file mode 100644 index 0000000..18a22b0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_435.txt @@ -0,0 +1,64 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: + +let rec fold\_left op acc = function +| [] -> acc +| h::t -> +let acc' = op acc h in +try +let res = merge\_streams acc' in +fold\_left op res t +with +| Merge\_Error e -> +if num\_attempts <= 3 then ( +num\_attempts := num\_attempts + 1; +fold\_left op acc t +) else raise e +| exn -> raise exn + +where "merge\_streams" is a function that takes the current accumulator value and merges it with the new example to form a new output. This function should be implemented according to the specific requirements of your application. The "Merge\_Error" exception represents any errors that may occur during the merge process, such as if the grammar or examples are invalid. + +The "num\_attempts" variable is used to keep track of the number of attempts made to merge the streams. If a merge fails, this value is incremented and the function tries again with the same accumulator value. If three attempts fail, the function raises the Merge\_Error exception. + +You can customize this code by defining your own "merge\_streams" function and adjusting the number of attempts allowed before raising an error. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_436.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_436.txt new file mode 100644 index 0000000..21eba85 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_436.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operator to an accumulator and each element of a list, from left to right, resulting in a single output value. + +In our context, let's consider a 'workflow' as a tuple containing: +- grammar rules (A) +- previous results (D) +- initial example (B) +- new example (C) + +We will define a custom binary operator to handle these tuples and update the accumulator accordingly. Here's an OCaml code snippet that implements this approach: + +```ocaml +type workflow = grammar * previous_results * initial_example * new_example + +let magic_folder (acc : workflow) (workflow : workflow) : workflow = + let (grammar, prev_res, init_ex, _) = acc in + let (_, _, curr_ex, new_ex) = workflow in + + (* Use the current example and new example to generate a new output *) + let new_output = generate_output grammar prev_res init_ex new_ex in + + (* Test and possibly update the previous results with the new output *) + let updated_prev_res = test_and_update_prev_results prev_res new_output in + + (* Return a tuple of the original grammar, updated previous results, initial example, and new output *) + (grammar, updated_prev_res, init_ex, new_output) + +let rec fold_workflows op acc = function + | [] -> acc + | wf :: wfs -> fold_workflows op (op acc wf) wfs + +(* Initialize the accumulator with initial grammar, previous results, and example *) +let initial_acc = (initial_grammar, initial_prev_results, initial_example, initial_example) + +(* Fold all workflows together into one final output *) +let final_output = fold_workflows magic_folder initial_acc workflow_list +``` + +The `magic_folder` function is a custom binary operator that takes two workflows, applies the necessary updates based on their components, and returns an updated workflow. The `fold_workflows` function then folds all provided workflows into one by recursively applying the `magic_folder` function to each element in the list. + +The final output will be a single workflow containing the original grammar, the latest previous results, and the initial and new examples. You can extend this code snippet with specific implementations of `generate_output`, `test_and_update_prev_results`, and other utility functions as needed for your hacking game's description generation requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_437.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_437.txt new file mode 100644 index 0000000..0caf433 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_437.txt @@ -0,0 +1,121 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +(* This function takes a grammar, a previous result, an initial example, + and a new example, and produces a new result. It can be customized to suit + the needs of your application. *) +let merge_examples_with_grammar ~grammar ~previous_result ~initial_example ~new_example = + (* Combine the previous result, initial example, and new example into a single string *) + let input = String.concat "\n" [previous_result; initial_example; new_example] in + (* Apply the grammar to the input to produce a new result *) + let () = printf "Applying grammar %s to input:\n%s\n" grammar input in + let result = large_language_model_apply ~grammar input in + result + +(* This function takes a previous result, a new example, and the maximum number of + times to retry merging them. It repeatedly calls merge\_examples\_with\_grammar + with fresh examples until a good result is produced or the maximum number of + retries is reached. *) +let rec merge_examples ~previous_result ~new_example ~max_retries = + let () = printf "Merging %s and %s...\n" previous_result new_example in + (* Generate a fresh example for the new input *) + let new_input = get_fresh_example new_example in + (* Merge the examples with the grammar *) + let result = merge_examples_with_grammar ~grammar ~previous_result ~initial_example:new_example ~new_example:new_input in + (* Test the result to see if it is good. If so, use it as the new previous result + and repeat the loop with fresh examples. Otherwise, decrement the number of + retries and continue. If the number of retries reaches zero, stop and return + the current previous result. *) + if is_good_result result then ( + printf "Merged example is good: %s\n" result; + merge_examples ~previous_result:result ~new_example:(get_fresh_example new_example) ~max_retries + ) else if max_retries > 0 then ( + printf "Merged example is bad. Retrying...\n"; + merge_examples ~previous_result ~new_example ~max_retries:(max_retries - 1) + ) else ( + printf "Maximum number of retries reached. Keeping previous result: %s\n" previous_result; + previous_result + ) + +(* This function takes a list of examples, applies the merge\_examples function to + each pair of adjacent examples in the list, and accumulates the results using + fold\_left. The initial value for the accumulator is the first example in the list. *) +let rec merge_examples_list ~grammar ~max_retries : example list -> result list = function + | [] -> [] + | [h] -> [h] + | h :: t -> + let previous_result = h in + let new_example = List.hd t in + let merged_examples = merge_examples ~previous_result ~new_example ~max_retries in + let remaining_examples = merge_examples_list ~grammar ~max_retries (List.tl t) in + merged_examples @ remaining_examples + +(* This function generates a quasi-quine quotation of a given tensor by encoding it as an emoji string *) +let tensor_to_emoji_string (tensor : Tensor.t) : string = + let encoder = EmojiEncoder.create () in + let encoded = Encoder.encode_tensor encoder tensor in + EmojiEncoder.decode encoded + +(* This function generates a tensor from a given emoji string *) +let emoji_string_to_tensor (s : string) : Tensor.t = + let decoder = EmojiDecoder.create () in + let decoded = Decoder.decode_tensor decoder s in + Tensor.of_decoded_tensor decoded + +(* This function generates a tensor from a given result *) +let result_to_tensor (result : result) : Tensor.t = + (* Convert the result to an emoji string, then decode it as a tensor *) + let emoji_string = tensor_to_emoji_string (to_tensor result) in + emoji_string_to_tensor emoji_string + +(* This function generates a list of tensors from a list of results *) +let results_to_tensors (results : result list) : Tensor.t list = + List.map result_to_tensor results +``` +The main functions are `merge\_examples`, which merges two examples with a given grammar, and `merge\_examples\_list`, which applies the merge\_examples function to each pair of adjacent examples in a list of examples. The `tensor\_to\_emoji\_string` and `emoji\_string\_to\_tensor` functions convert between tensors and emoji strings, and the `result\_to\_tensor` and `results\_to\_tensors` functions convert between results and tensors. + +Note that this code uses some hypothetical functions such as `large\_language\_model\_apply`, which applies a given grammar to an input string using a large language model, and `get\_fresh\_example`, which generates a fresh example for a given input string. These functions can be customized to suit the needs of your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_438.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_438.txt new file mode 100644 index 0000000..8c91258 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_438.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge large language model prompt workflows: +``` +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_workflows grammar prev\_result new\_example = + let merged\_result = fold_left (fun acc x -> x) prev\_result (List.map (fun e -> generate\_prompt grammar e) [prev_result; new_example]) in + if is\_valid\_output merged\_result then + merged_result + else if num_attempts < 3 then + merge_workflows grammar prev_result (generate\_error\_prompt grammar prev\_result) + else + failwith "Max attempts reached, unable to merge workflows" + +let rec generate\_prompt grammar example = + (* Generate a new prompt using the provided grammar and example *) + ... + +let is\_valid\_output output = + (* Check if the generated output is valid for use in the game *) + ... + +let generate\_error\_prompt grammar prev\_result = + (* Generate a new example to try to correct the error in the previous result *) + ... +``` +The `merge_workflows` function takes as input the current grammar, the previous results and the new example. It then uses the `fold_left` function to apply the `generate_prompt` function to each element of the list containing both the previous result and the new example. The resulting merged\_result is then checked for validity using the `is_valid_output` function. If it is not valid, the function will try to generate a new example by calling the `generate_error_prompt` function up to 3 times before giving up. + +The `generate_prompt`, `is_valid_output`, and `generate_error_prompt` are functions that need to be implemented according to your specific use case, these functions will help you generate new prompt using the provided grammar and example, check if the generated output is valid for use in the game, and generate a new example to try to correct the error in the previous result respectively. + +Please note that this is an example and it may not fit your specific needs and you might need to modify or add more functionality according to your requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_439.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_439.txt new file mode 100644 index 0000000..40953b3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_439.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. This function recursively applies a given operation to each element of a list, accumulating the results along the way. + +First, let's define data types representing different components of our system: + +1. Grammar +2. Previous Results +3. New Examples +4. Outputs +5. Errors + +Here is the OCaml code to implement this system: + +```ocaml +type grammar = string +type prev_results = string list +type new_examples = string list +type output = string +type error = string + +(* Higher-order function that applies a given function to each element in the input list *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Function to create new outputs from given grammars, previous results, and new examples. + It uses a user-defined function `create_output` for this purpose *) +let rec generate_output grammar prev_res new_examples = + let create_output grammar prev_res new_example = + (* Implement the logic to create output from the given inputs here *) + let output = "" in (* Replace with your actual implementation *) + output + in + fold_left (create_output grammar) prev_res new_examples + +(* Function to test generated outputs. It returns true if the output is good, false otherwise *) +let test_output output = + (* Implement the logic to test the given output here *) + true (* Replace with your actual implementation *) + +(* Main function that combines all other functions to generate and test outputs iteratively *) +let rec generate_and_test_output + (max_attempts: int) + (grammar: grammar) + (prev_res: prev_results) + (new_examples: new_examples) = + let output = generate_output grammar prev_res new_examples in + if test_output output then begin + printf "Generated output is good. Continuing with the same inputs.\n"; + generate_and_test_output max_attempts grammar prev_res new_examples; + end else if max_attempts > 0 then begin + printf "Generated output is not good. Trying again...\n"; + generate_and_test_output (max_attempts - 1) grammar prev_res new_examples; + end else begin + printf "Max attempts reached. Aborting.\n"; + raise (Failure "Max attempts reached") + end +``` + +You can replace the placeholder functions in the `generate_output`, `test_output`, and other parts of the code with your actual implementation that fits the high-tech code-based hacking game's requirements. The provided OCaml code is flexible and customizable to generate prompts and functional workflows for a large language model while meeting your desired use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_44.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_44.txt new file mode 100644 index 0000000..9e60861 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_44.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet by extending it to handle different types of inputs and operations. Here is an OCaml code that implements such a system: +```ocaml +(* The type of prompts and their associated functions *) +type prompt = { + name : string; + f : 'a -> 'b; +} + +(* The type of workflows as sequences of prompts and their inputs *) +type workflow = (prompt * 'a) list + +(* The function to apply a workflow to an input value using fold_left *) +let rec apply_workflow : workflow -> 'a -> 'b = + fun wf x -> + List.fold_left + (fun acc { name; f } y -> f (List.assoc name wf) acc) + x + wf + +(* An example of a prompt and a workflow *) +let greet : prompt = { name = "greet"; f = fun s -> "Hello, " ^ s ^ "!" } + +let hello_world_wf : workflow = [ (greet, "world") ] + +(* Test the system with an example *) +let () = + let hello_world = apply_workflow hello_world_wf "" in + Printf.printf "%s\n" hello_world; (* Output: Hello, world! *) +``` +In this implementation, we define a `prompt` type as a record that contains the name of the prompt and its associated function. We then define a `workflow` type as a sequence of prompts and their inputs, represented as a list of pairs of prompts and values. + +The `apply_workflow` function takes a workflow and an input value and applies the workflow to the input using `fold_left`. The function looks up each prompt by name in the workflow and applies it to the accumulated result so far. + +We also provide an example of a prompt that greets its input string and a sample workflow that applies this prompt to the string "world". We test the system with an example that prints out the resulting string "Hello, world!". + +With this flexible and customizable system, we can create various prompts and workflows for generating creative and imaginative descriptions of code in a high-tech code-based hacking game. The `fold_left` function allows us to combine different prompts and inputs in a modular way, making it easy to add or modify existing prompts and workflows. We can also extend this system to handle errors and other complex scenarios by adding more sophisticated prompt types and operations. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_440.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_440.txt new file mode 100644 index 0000000..c8aed9c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_440.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +open List + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_streams grammar previous_results new_example max_errors = + let rec merge_inner acc errors = function + | [] -> raise (Failure "No examples provided") + | initial_examples -> + let rec merge_examples acc errors example = + if errors > max_errors then raise (Failure ("Max errors reached: " ^ string_of_int errors)) + else if is_valid_output grammar example then acc := example :: !acc; acc + else merge_inner acc (errors + 1) (tail initial_examples) in + let merged_examples = fold_left (merge_examples acc max_errors) empty initial_examples in + if is_valid_output grammar (hd merged_examples) then merged_examples + else merge_inner merged_examples 1 (tail initial_examples) + in + let new_results = merge_inner previous_results 0 [new_example] in + { results = new_results; errors = max_errors - (List.length new_results |> Float.of_int |> truncate)} + +(* Example usage: *) +let grammar = ... +let prev_results = ... +let new_examples = ... +let max_errors = 3 +let merged_res = merge_streams grammar prev_results new_examples max_errors +``` +The `merge_streams` function takes in four arguments: `grammar`, `previous_results`, `new_example`, and `max_errors`. It returns a record of type `merged_res` which contains the `results` field (a list of merged examples) and an `errors` field (the number of errors encountered during merging). + +The function works by recursively calling itself until it finds a valid output or reaches the maximum number of allowed errors. The `merge_inner` function takes in an accumulator, an error count, and a list of initial examples. It checks if there are any examples provided and raises an exception if not. If there are examples, it recursively applies the `merge_examples` function to each element of the list until either a valid output is found or the maximum number of errors is reached. + +The `merge_examples` function takes in an accumulator, an error count, and an example. It checks if the example is valid according to the given grammar. If it is, it adds it to the accumulator and returns it. Otherwise, it increments the error count and recursively calls itself on the tail of the list of initial examples. + +The `merge_streams` function is then called with appropriate arguments in the example usage section. The return value is stored in the `merged_res` record for further processing. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_441.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_441.txt new file mode 100644 index 0000000..53c42fd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_441.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, using the `fold_left` function as a starting point: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Prompt.t * Workflow.t + +let rec merge_inputs_and_outputs (input : input) : output option = + let grammar, previous_results, new_example = input in + let updated_previous_results = combine_examples previous_results new_example in + let prompt = generate_prompt grammar updated_previous_results in + let workflow = generate_workflow prompt in + if is_valid_output workflow then + Some (prompt, workflow) + else + let new_attempts = attempt_count previous_results + 1 in + if new_attempts < max_attempts then + let new_input = grammar, updated_previous_results, new_example in + merge_inputs_and_outputs new_input + else + None + +and combine_examples (prev_res : Previous_results.t) (new_ex : New_example.t) : Previous_results.t = + { example = new_ex; + attempts = succ (attempt_count prev_res); + result = None } + +and generate_prompt (grammar : Grammar.t) (prev_res : Previous_results.t) : Prompt.t = + ... + +and generate_workflow (prompt : Prompt.t) : Workflow.t = + ... + +and is_valid_output (wf : Workflow.t) : bool = + ... +``` +This code defines two types, `input` and `output`, to represent the input to the merging function and the resulting output, respectively. The `merge_inputs_and_outputs` function takes an input as argument and returns an optional output. If the generated output is valid (i.e., passes some validation check), then the function returns `Some (prompt, workflow)`, where `prompt` is a prompt generated from the current grammar and previous results, and `workflow` is a workflow generated based on the prompt. Otherwise, if the output is not valid, the function will attempt to generate new outputs by combining the current example with the previous results up to a maximum number of attempts. + +The `combine_examples` function takes the previous results and a new example as input, and returns an updated version of the previous results with the new example added and the attempt count incremented. The `generate_prompt` and `generate_workflow` functions are responsible for generating prompts and workflows from the input data, respectively, and the `is_valid_output` function checks whether a given output is valid or not. + +This code provides a flexible framework for generating prompts and workflows using a large language model, while allowing for customization of the prompt generation process and validation criteria. The use of the `fold_left` function in this context allows for the sequential processing of input streams, making it well-suited to the task of merging streams of data from multiple sources. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_442.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_442.txt new file mode 100644 index 0000000..a19db73 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_442.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +type input = Grammar.t * Previous_results.t * New_example.t + +type output = Language_model_output.t + +type error = Error of string + +let rec merge_inputs inputs max_errors acc = + match inputs with + | [] -> acc + | (grammar, previous_results, new_example) :: t -> + let open Result.Monad in + let* output = Language_model.generate grammar new_example in + let output = Postprocessor.process output in + let output = Verifier.verify output previous_results in + match output with + | Ok _ as result -> merge_inputs t max_errors result + | Error err -> + if max_errors <= 0 then + Error (err ^ "\nGiving up after reaching the maximum number of errors.") + else merge_inputs t (max_errors - 1) (Error err) + +let rec game_loop grammar previous_results = + let* new_example = Game.generate_example grammar previous_results in + let inputs = (grammar, previous_results, new_example) in + let* output = merge_inputs [inputs] 3 None in + match output with + | Ok output -> + let* _ = Game.handle_output grammar previous_results output in + game_loop grammar output + | Error err -> + eprintf "Error: %s\n" (Error.to_string_hum err); + Game.cleanup grammar; + exit 1 +``` +This code defines three types, `input`, `output`, and `error`, to represent the different kinds of data that flow through the system. The `merge_inputs` function is a recursive function that takes a list of inputs, a maximum number of errors, and an accumulator value, and applies the language model to each input in turn, processing and verifying the output before passing it along. If an error occurs, the function keeps trying up to the maximum number of times before giving up. The `game_loop` function is the main game loop, which generates a new example based on the current grammar and previous results, merges it with the previous inputs, handles the output, and repeats until an error occurs. + +The above code is just an example and would need to be adapted to work with your specific data types, functions, and modules. It also assumes the existence of several helper functions and modules (e.g. `Language_model.generate`, `Postprocessor.process`, `Verifier.verify`, etc.) which would need to be defined elsewhere in your codebase. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_443.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_443.txt new file mode 100644 index 0000000..4c93969 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_443.txt @@ -0,0 +1,116 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define types for our input data: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type fold_input = + | Grammar of grammar + | PreviousResults of result + | NewExample of example + | Error of error + +type folder_state = { + grammar : grammar; + prev_results : result; + new_example : example; + errors : int; +} +``` + +Now, let's create a function that takes a `folder_state` and returns a new state after applying an operation: + +```ocaml +let fold_operation (state : folder_state) (input : fold_input) : folder_state = + match input with + | Grammar g -> {state with grammar = g} + | PreviousResults r -> {state with prev_results = r} + | NewExample e -> {state with new_example = e} + | Error _ as e -> {state with errors = state.errors + 1; error = e} +``` + +Next, let's define a function that tests the current state and generates a new example if it is good: + +```ocaml +let test_and_generate (state : folder_state) : folder_state = + if state.errors > 3 then state (* Exceeded error limit *) + else if is_good_result state.prev_results then + { + state with + new_example = generate_new_example state.grammar; + errors = 0; + } + else state +``` + +Now, we can create the main fold function that takes an initial state and iterates through a list of `fold_input`, applying the appropriate operations: + +```ocaml +let rec fold_magic (state : folder_state) inputs : folder_state = + match inputs with + | [] -> state + | h :: t -> + let new_state = fold_operation state h in + let result_state = test_and_generate new_state in + fold_magic result_state t +``` + +Finally, we can create a function to initialize the folder with the given inputs: + +```ocaml +let init_folder (grammar : grammar) (prev_results : result) : folder_state = + { + grammar; + prev_results; + new_example = generate_new_example grammar; + errors = 0; + } +``` + +This set of functions allows you to create a flexible and customizable system for generating prompts and functional workflows for a large language model in your high-tech code-based hacking game. You can use this framework as a starting point, extending or modifying it as needed for your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_444.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_444.txt new file mode 100644 index 0000000..5e9f5a1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_444.txt @@ -0,0 +1,97 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +type folder_state = { + grammar : string; + previous_results : result; + new_example : example; + mutable current_attempt : int; +} + +let create_folder_state ~grammar ~previous_results ~new_example = + { grammar; previous_results; new_example; current_attempt = 0 } + +let folder op acc state = + let open Folder_state in + if state.current_attempt >= 3 then + Error ("Error: maximum number of attempts reached for example '" ^ state.new_example ^ "'") + else + try + let new_result = op state.previous_results state.new_example in + let new_state = { state with previous_results = new_result; current_attempt = 0 } in + Ok (new_result, new_state) + with e -> + let new_state = { state with current_attempt = state.current_attempt + 1 } in + Error ("Error: failed to process example '" ^ state.new_example ^ "'. Attempt " ^ string_of_int state.current_attempt ^ " of 3.", new_state) + +let rec fold_left op acc state = + match folder op acc state with + | Ok (result, new_state) -> + Printf.printf "Generated result: %s\n" result; + fold_left op result new_state + | Error (error, _) -> + Printf.printf "Error: %s\n" error; + acc + +let run_folder ~grammar ~previous_results ~examples = + let rec loop examples state = + match examples with + | [] -> state.previous_results + | new_example :: rest -> + let state = { state with new_example } in + let state = fold_left op state in + loop rest state + in + let initial_state = create_folder_state ~grammar ~previous_results ~new_example:(List.hd examples) in + loop (List.tl examples) initial_state +``` +The code defines several types for representing examples, results, and errors, as well as a `folder_state` record type that keeps track of the necessary state for processing each example. The `create_folder_state`, `folder`, and `fold_left` functions are used to process each example in turn, retrying up to three times if an error occurs. + +The `run_folder` function is the main entry point for running the folder, taking a grammar, previous results, and a list of examples as input. It uses the helper function `loop` to iterate over the list of examples, updating the state at each step and printing out the generated result or any errors that occur. + +Note that this is just one possible implementation of a meta magical folder for your use case, and you may need to modify it further to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_445.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_445.txt new file mode 100644 index 0000000..b1040a2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_445.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet by adding additional functionality to handle the input parameters (grammar, previous results, new example) and error handling. Here's an OCaml code snippet that implements this: + +```ocaml +open ErrorMonad + +type config = { + grammar : string; + prev_results : string; + new_example : string; +} + +type result = { + output : string; + is_good : bool; +} + +let merge_workflows config = + let open Error in + let* () = check (config.new_example <> "") "New example cannot be empty." in + let rec fold_left op acc = function + | [] -> return acc + | h :: t -> + let* new_acc = op acc h in + fold_left op new_acc t + in + let merge_examples acc example = + let* result = generate_description config.grammar example in + { output = result; is_good = true } + in + let rec validate_output output = + if output.is_good then return output else ( + match config.prev_results with + | "" -> fail "No previous results to use for error recovery." + | prev -> + fold_left merge_examples prev [config.new_example] >>= fun new_output -> + validate_output new_output + ) + in + let* initial_output = merge_examples { output = ""; is_good = false } config.new_example in + validate_output initial_output +``` + +Here, the `merge_workflows` function takes a `config` record containing the grammar, previous results, and new example as input arguments. The function first checks whether the new example is not empty and then proceeds to define the necessary helper functions: + +1. `fold_left`: This function is similar to the original one, but it wraps the return value in an error monad to handle errors within the loop. +2. `merge_examples`: This function generates a description for the new example and returns a result record containing the output string and a boolean indicating whether it's good or not. +3. `validate_output`: If the generated output is not considered "good", this function checks whether there are any previous results available to recover from errors. If so, it recursively calls itself with the new example merged into the previous results. +4. The main computation starts by merging the new example and an initial output record (with empty strings for both fields) using `merge_examples`. Then, `validate_output` checks whether the generated description is good or not and performs error recovery if necessary. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_446.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_446.txt new file mode 100644 index 0000000..64f22f8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_446.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and operations specific to our game. Here's an example OCaml code that incorporates the given requirements: + +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let input = h in + let new_output = + { + result = + generate_description + ~grammar:input.grammar + ~prev_results:input.prev_results + ~new_example:input.new_example; + tested = false; + } + in + let acc' = op acc new_output in + if not acc'.tested && Array.length acc'.result.errors <= 3 then ( + let updated_output = + test_description acc'.result + |> fun result -> {new_output with result} + in + fold_left op acc' (updated_output :: t) + ) else fold_left op acc' t + +and generate_description ~grammar ~prev_results ~new_example = + (* Implement the description generation logic here *) + {result = ""; errors = [||]} + +and test_description description = + (* Implement the description testing logic here *) + {result = ""; tested = true} +``` + +In this example, we define two types `input` and `output`, representing the input configurations for generating descriptions and the resulting outputs along with their testing status. The `fold_left` function is extended to include the new data types and perform additional operations such as description generation and testing. + +The `generate_description` and `test_description` functions should be implemented according to the specific requirements of your application, including grammar parsing, emoji encoding, tensor conversion, etc. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_447.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_447.txt new file mode 100644 index 0000000..ae71e28 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_447.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml implementation that merges large language model prompt workflows: + +```ocaml +type example = string (* You might need to adjust this type based on your needs *) +type result = string +type error = string + +(* The accumulator contains the previous results, initial examples, and current grammar. + Adjust the types according to your requirements *) +type acc = { + prev_results : result list; + initial_examples : example list; + current_grammar : string; +} + +(* The merge operation combines the new example with the previous results, grammar, and optionally an error. + Adjust the function based on your specific use case *) +let merge_operation (acc : acc) (new_example : example) (error : error option) = + let new_acc = + { prev_results = new_example :: acc.prev_results; + initial_examples = acc.initial_examples; + current_grammar = acc.current_grammar } + in + match error with + | Some e -> + let err_acc = + { prev_results = new_acc.prev_results; + initial_examples = new_acc.initial_examples; + current_grammar = "ERROR: " ^ acc.current_grammar ^ ": " ^ e } + in + { err_acc with prev_results = List.take 3 (new_acc.prev_results @ [err_acc.current_grammar]) } + | None -> new_acc + +(* The fold function for merging the prompts and grammar *) +let rec fold_left_prompt acc exs = + match exs with + | [] -> acc + | h :: t -> fold_left_prompt (merge_operation acc h None) t + +(* Helper function to take only the first n elements from a list *) +let rec take n lst = + match lst with + | [] -> [] + | h :: _ when n <= 0 -> [] + | h :: t -> h :: take (n - 1) t + +(* Initialize the accumulator and start folding *) +let initial_acc = { prev_results = []; initial_examples = []; current_grammar = "initial grammar" } +let final_result = fold_left_prompt initial_acc examples_list (* replace this with your list of examples *) +``` + +The provided code above is a starting point for merging large language model prompt workflows. You might need to adjust the types, functions and helper function based on your specific use case. The `fold_left_prompt` function recursively applies the `merge_operation` function, which combines new examples with previous results and grammar. Additionally, the code handles error cases by feeding back errors up to three times before stopping the loop. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_448.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_448.txt new file mode 100644 index 0000000..afac518 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_448.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a binary operator to an accumulation value and each element of a list, moving from left to right. We can extend this function to merge large language model prompt workflows by incorporating the necessary inputs (grammar, previous results, new examples) and testing/retrying the generated output. + +First, let's add types for the inputs, output, and test function: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } +type output = string +type test_func = output -> bool +``` + +Now we can define a helper function that applies the test function to an output and re-attempts generating an output up to three times if it fails: + +```ocaml +let rec test_and_retry test_fn input max_retries current_retries = + let new_output = generate_output input in + if test_fn new_output then new_output + else if current_retries < max_retries then + test_and_retry test_fn input max_retries (current_retries + 1) + else failwith "Failed to generate a valid output after multiple retries" +``` + +Next, we can define the function that merges large language model prompt workflows: + +```ocaml +let rec merge_workflows test_fn op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let new_input = { + grammar = h.grammar; + prev_results = acc; + new_example = h.new_example; + } in + merge_workflows test_fn op (test_and_retry test_fn new_input 3 acc) t +``` + +Here, `generate_output input` is a placeholder for the actual function that generates an output based on an input. The `test_func` type represents the function used to determine if the generated output is valid or not. + +The `merge_workflows` function uses the `fold_left` concept, recursively applying the provided operator (which should generate a new prompt workflow) to each input in the list, along with the accumulated results from previous iterations. The testing and retrying logic is delegated to the `test_and_retry` helper function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_449.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_449.txt new file mode 100644 index 0000000..dfb0318 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_449.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. We will define new functions to incorporate the different inputs (grammar, previous results, and new example) and iterate through the folding process up to three times or until a satisfactory output is generated. + +Here's an updated version of your OCaml code: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let update_output op acc input = + let { grammar; prev_results; new_example } = input in + fold_left op (op acc grammar) [prev_results; new_example] + +(* Define your custom operation here *) +let custom_operation acc x = ... + +let rec generate_output op acc input_stream max_iterations = + match input_stream with + | {grammar; prev_results; new_example} :: rest -> + let updated_output = update_output op acc {grammar; prev_results; new_example} in + if Test output then ( + generate_output op updated_output rest max_iterations + ) else if max_iterations > 0 then ( + generate_output op acc rest (max_iterations - 1) + ) else ( + "Failed to produce good results after three iterations." + ) + | [] -> acc + +(* Initialize your input stream and starting accumulator here *) +let input_stream = ... +let starting_accumulator = ... + +let output = generate_output custom_operation starting_accumulator input_stream 3 +``` + +You will need to define the `custom_operation`, `Test`, and other placeholders according to your specific requirements. The provided code serves as a general guideline for merging language model prompt workflows using folds. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_45.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_45.txt new file mode 100644 index 0000000..a5cc030 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_45.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation recursively to all elements of a list, accumulating the results in an accumulator value. + +We can extend this function by incorporating additional inputs such as the grammar rules (A), previous results (D), and new examples (C). We also need to include error handling and retry logic up to 3 times if the generated output is not satisfactory. Here's a possible OCaml code implementation: +```ocaml +(* A function that takes an operation, a grammar, a previous result, and a list of new examples, + and generates a new output using the given inputs up to 3 times if errors occur *) +let rec generate_output op grammar prev_result examples = + let rec merge_examples acc = function + | [] -> List.rev acc (* reverse the accumulated list *) + | h :: t -> merge_examples (h :: acc) t + in + let merged_examples = merge_examples [] examples in + match merge_examples [prev_result] with + | [prev_result] -> ( + try + let new_result = List.fold_left op prev_result merged_examples in + Some new_result + with e -> + if merging_attempts < 3 then + generate_output op grammar prev_result examples ~merging_attempts:(succ merging_attempts) + else None ) + | _ -> None +and fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +(* Define the game's grammar rules, starting example, and list of new examples to generate outputs from *) +let grammar = ... +let starting_example = ... +let new_examples = ... + +(* Generate a sequence of outputs up to 3 times if errors occur *) +match generate_output fold_left grammar starting_example new_examples with +| Some output -> output (* Success! Return the final output. *) +| None -> failwith "Failed to generate a valid output after 3 attempts." +``` +The `generate_output` function takes an operation (in this case, `fold_left`), grammar rules, previous result, and a list of new examples. It applies the given operation to all elements in the input list up to 3 times if errors occur while merging the results. + +The `merge_examples` function is used to concatenate the list of new examples with the previous result. The `fold_left` function remains unchanged but is defined within the scope of the `generate_output` function to allow access to the input parameters. + +Finally, we define the game's grammar rules, starting example, and list of new examples as input for the `generate_output` function. The function will return a sequence of outputs up to 3 times if errors occur while generating the final output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_450.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_450.txt new file mode 100644 index 0000000..04a6391 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_450.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the fold\_left function: + +let rec generate\_prompt grammar acc examples = +match examples with +| [] -> acc +| h::t -> +let new\_example = LanguageModel.generate\_description grammar h in +let new\_acc = merge\_examples acc new\_example in +generate\_prompt grammar new\_acc t + +let rec test\_and\_repeat n examples error\_tolerance grammar acc = +match n with +| 0 -> acc +| _ -> +let result = LanguageModel.test\_completion examples acc in +if result >= error\_tolerance then acc +else test\_and\_repeat (n-1) examples error\_tolerance grammar (generate\_prompt grammar acc examples) + +let meta\_magical\_folder grammar initial\_examples max\_errors error\_tolerance = +let rec merge\_loop acc = function +| [] -> acc +| h::t -> +let merged = test\_and\_repeat max\_errors (h @ initial\_examples) error\_tolerance grammar acc in +merge\_loop merged t +in +merge\_loop (LanguageModel.generate\_description grammar (List.hd initial\_examples)) (List.tl initial\_examples) + +This code defines four functions: + +* generate\_prompt : This function takes as input a grammar, a list of previous results, and a new example. It generates a new prompt by calling the LanguageModel.generate\_description function with the grammar and the new example as inputs. It then merges the new example into the list of previous results using the merge\_examples function (which is not defined in this code snippet). +* test\_and\_repeat : This function takes as input a number of allowed errors, a list of examples, an error tolerance, and a grammar. It tests the language model's completion of the examples using the LanguageModel.test\_completion function. If the result is greater than or equal to the error tolerance, it returns the current accumulator. Otherwise, it recursively calls itself with the number of errors decremented and the updated accumulator returned by generate\_prompt. +* meta\_magical\_folder : This function takes as input a grammar, an initial list of examples, the maximum number of allowed errors, and an error tolerance. It defines a recursive loop that repeatedly calls test\_and\_repeat with the initial examples and then merges the results using merge\_loop. The merge\_loop function tests each new example against the current accumulator and either keeps the accumulator or updates it based on the result of the LanguageModel.test\_completion function. + +You can use this code as a starting point for implementing your high-tech code-based hacking game, and modify it as needed to suit your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_451.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_451.txt new file mode 100644 index 0000000..a37eaa3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_451.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation `op` to an accumulator `acc` and each element of a list, from left to right, recursively. + +First, let's define data types for our input components: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string + +type folder_input = { + grammar : grammar; + previous_results : result list; + initial_example : example; + new_example : example; +} +``` + +Next, we will create a function that takes an input and produces a new result. This function can utilize the language model to generate creative and imaginative descriptions of code: + +```ocaml +let generate_result ~grammar ~previous_results ~initial_example ~new_example = + (* Use language model and other components to generate a new result. *) + (* ... */ + "Newly generated result" +``` + +Now, let's create a function that tests the validity of a given result and returns an optional error message: + +```ocaml +let test_result ~grammar result = + (* Test the result using proof engine or other components. + Return an error if the result is invalid; otherwise, return None. *) + match Grammar.validate grammar result with + | Valid -> None + | Invalid message -> Some message +``` + +We can now create a function that combines `generate_result`, `test_result`, and `fold_left` to produce the final output: + +```ocaml +let rec folder_loop ~max_attempts input = + let { grammar; previous_results; initial_example; new_example } = input in + let folder_operation result = + let new_result = generate_result ~grammar ~previous_results ~initial_example ~new_example in + (new_result, test_result ~grammar new_result) + in + let output, error = + List.fold_left folder_operation ("", None) previous_results + in + match error with + | Some e -> + if List.length previous_results < max_attempts then + folder_loop ~max_attempts { input with previous_results = previous_results @ [output] } + else + ("Failed to generate a valid result: " ^ e, []) + | None -> (output, previous_results) +``` + +Finally, let's define the entry point for our function that takes an initial input and starts the folding loop: + +```ocaml +let folder ~grammar ~initial_example = + folder_loop ~max_attempts:3 { + grammar; + previous_results = []; + initial_example; + new_example = "" + } +``` + +This system allows you to create prompts and functional workflows for a large language model while customizing various components, such as testing and generation functions, to suit your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_452.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_452.txt new file mode 100644 index 0000000..fbee041 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_452.txt @@ -0,0 +1,122 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operator recursively to an accumulator and each element in a list from left to right. + +First, let's define some data types that represent our game elements: + +```ocaml +type example = string * string (* input/output pair *) +type result = Ok of string | Error of string +type folder_state = { + grammar : string; + prev_results : example list; + new_examples : example list; + num_attempts : int; +} +``` + +Next, we'll define a function to create an initial `folder_state`: + +```ocaml +let init_folder_state ~grammar ~prev_results = + { grammar; prev_results; new_examples=[]; num_attempts=0; } +``` + +Now, we'll create a function to apply the language model given an input prompt and the current state: + +```ocaml +let apply_language_model ~model ~input = + (* Call the model with the input and return the result as Ok or Error *) + match Model.generate model input with + | Some output -> Ok output + | None -> Error "Language model failed to generate a response" +``` + +We also need a function to test whether the generated output is valid: + +```ocaml +let is_valid_output ~tester output = + (* Call the tester with the output and return true if it's valid, false otherwise *) + tester output = OutputTester.Valid +``` + +We can now define a function to process a single example using the language model: + +```ocaml +let rec process_example ~model ~tester state (input, expected_output) = + let open Result in + match apply_language_model ~model ~input with + | Ok output -> + if is_valid_output ~tester output then + { state with new_examples = (input, output) :: state.new_examples } + else + Error "Generated output is invalid" + | Error err -> Error err +``` + +We'll define a function to merge the previous results and new examples: + +```ocaml +let rec merge_examples ~merger state = + match merger state.prev_results state.new_examples with + | Ok merged -> { state with prev_results=merged } + | Error err -> + if state.num_attempts < 3 then + { state with num_attempts=state.num_attempts+1; new_examples=[] } + else + raise (Failure "Failed to merge examples after 3 attempts") +``` + +Finally, we can create the main `fold_magic_folder` function that combines all these functions: + +```ocaml +let rec fold_magic_folder ~model ~tester ~merger state = + match state.new_examples with + | [] -> merge_examples ~merger state + | _ -> + let (input, expected_output) :: rest = state.new_examples in + let new_state = process_example ~model ~tester state (input, expected_output) in + fold_magic_folder ~model ~tester ~merger new_state rest +``` + +This code creates a flexible and customizable system for generating prompts and functional workflows for a language model. The `fold_magic_folder` function iteratively processes examples using the language model, tests their validity, and merges them with previous results based on a user-defined merge function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_453.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_453.txt new file mode 100644 index 0000000..3cddd90 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_453.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model in the context of your high-tech code-based hacking game, we can build upon the `fold_left` function provided in the initial code snippet. This function applies a binary operator to an accumulation value and each element in a list, moving from left to right. + +First, let's define the data types that will be used for our inputs: + +```ocaml +type grammar = string +type result = string +type example = string + +type folder_input = { + grammar : grammar; + prev_results : result list; + new_example : example; +} + +type folder_output = { + grammar : grammar; + result : result; +} +``` + +Now, we can create a function that takes the `folder_input` as input and processes it according to the given instructions: + +```ocaml +let rec folder op acc input = + let {grammar; prev_results; new_example} = input in + let new_result = op acc new_example in + let tested_result = test_result grammar new_result in + match tested_result with + | Ok _ -> ({grammar; result = new_result}, []) + | Error e -> + (acc, + List.map + (fun r -> {grammar; result = r}) + (try_to_correct grammar prev_results e)) + +and try_to_correct grammar prev_results error_msg = + (* Here you can add your logic for correcting the input based on the error message and previous results. *) + [] + +and test_result grammar result = + (* Here you can add your logic for testing whether the given result is valid or not based on the grammar. *) + Ok result + +and op acc new_example = + (* Here you can add your logic for applying the operator to the accumulation value and the new example. *) + new_example +``` + +Finally, we can define a `fold_magical_folder` function that uses the `folder` function to process a list of `folder_input` values: + +```ocaml +let fold_magical_folder op acc inputs = + List.fold_left (folder op) acc inputs +``` + +This code implements a flexible and customizable system for generating prompts and functional workflows for a large language model in the context of your high-tech code-based hacking game. You can modify the `op`, `try_to_correct`, `test_result` functions according to your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_454.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_454.txt new file mode 100644 index 0000000..bece820 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_454.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun i -> (i.grammar, i.prev_results, i.new_example)) inputs + +let rec fold_left op acc = function + | [] -> acc + | (grammar, prev_results, new_example) :: t -> + let new_output = generate_description grammar prev_results new_example in + if new_output.is_good then + fold_left op { result = new_output.result; is_good = true } t + else if List.length t > 0 then + let rest = List.tl inputs in + fold_left op { result = acc.result; is_good = false } (merge_inputs rest) + else + { result = acc.result; is_good = false } + +and generate_description grammar prev_results new_example = + (* Use a large language model and proof engine to generate a description + based on the given grammar, previous results, and new example *) + ... + +let rec test_output output = + if output.is_good then true + else if List.length output.errors > 3 then false + else ( + let fixed_output = fix_output output.result in + test_output { result = fixed_output; is_good = true } + ) + +and fix_output description = + (* Use error correction techniques to fix the description based on any errors detected *) + ... +``` + +This code defines types for inputs and outputs, a function for merging lists of inputs, and a `fold_left` function that applies a `generate_description` function to each input in the list. The `generate_description` function uses a large language model and proof engine to generate a description based on the given grammar, previous results, and new example. If the generated description is good, it is returned as the output. If not, the code checks if there are any errors, and if so, tries to fix them using error correction techniques. If there are more than three errors, the function returns an error message. The `test_output` function checks if the output is good, and if not, tries to fix it using the `fix_output` function. + +This code can be customized further based on specific requirements of the game, such as adding more functions for visualizing tensors, handling errors, or generating new examples. The `fold_left` function can also be modified to use a different accumulator type or function depending on the desired behavior. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_455.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_455.txt new file mode 100644 index 0000000..d3d8d9d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_455.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided. Here is an OCaml code that implements the described behavior: + +```ocaml +type example = string (* Replace this with the actual type of examples *) +type result = string (* Replace this with the actual type of results *) +type error = string (* Replace this with the actual type of errors *) + +let rec fold_workflow + (grammar : string) + (previous_results : result list) + (examples : example list) +: result * error list += + let rec merge_examples examples acc = + match examples with + | [] -> List.rev acc + | h :: t -> + let (new_result, new_errors) = generate_description grammar h in + merge_examples t ((new_result, h) :: acc) + in + + let merged_examples = merge_examples examples [] in + let folded_examples = List.map fst merged_examples in + let new_results = List.map snd merged_examples in + + let (final_result, errors) = + match List.filter_map (test_example grammar previous_results) new_results with + | good_result :: _ -> (good_result, []) + | [] -> + let improved_results = ref new_results in + + for i = 1 to 3 do + let (improved_results', more_errors) = + List.fold_left + (fun (results, errors) result -> + let (new_result, new_error) = improve_example grammar result in + (new_result :: results, new_error :: errors)) + (improved_results, []) !improved_results + in + improved_results := List.rev improved_results'; + if List.length more_errors = 0 then break; + done; + + let (final_result, _) = List.find_map (test_example grammar previous_results) !improved_results in + (final_result, List.rev errors) + in + + (fold_left (fun acc r -> r :: acc) folded_examples final_result, errors) + +and generate_description (grammar : string) (example : example) : result * error list = ... + +and test_example (grammar : string) (previous_results : result list) (result : result) : (result * example) option = ... + +and improve_example (grammar : string) (result : result) : result * error list = ... +``` + +This code implements the described behavior with types for examples, results, and errors. You can replace the function placeholders (generate\_description, test\_example, and improve\_example) with your actual implementations to fit your needs. This code folds a list of examples into one result while testing, feeding back errors and improving it up to three times. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_456.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_456.txt new file mode 100644 index 0000000..3db43e0 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_456.txt @@ -0,0 +1,125 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: + +```ocaml +open List + +(* Our custom fold_left function with error handling and retry logic *) +let rec fold_left_with_retry op acc = function + | [] -> acc + | h :: t -> + try + let new_acc = op acc h in + new_acc + with e -> + (* Retry up to 3 times before giving up *) + for i = 1 to 3 do + try + let new_acc = op acc h in + new_acc + with e -> () + done; + raise e + +(* Our example language model function that generates a prompt given a grammar and previous result *) +let rec generate_prompt grammar prev_result = + (* Use the current grammar and previous result to generate a new prompt *) + let new_prompt = ... in + new_prompt + +(* Our example language model function that tests whether a prompt is valid or not *) +let test_prompt prompt = + (* Use some criteria to determine if the prompt is valid or not *) + ... + +(* Our main loop for generating prompts and testing them until we get a valid one *) +let rec generate_valid_prompt grammar prev_result initial_example new_example = + (* Generate a new prompt using our language model function *) + let new_prompt = generate_prompt grammar (fold_left_with_retry (fun acc x -> x) prev_result [initial_example; new_example]) in + (* Test the new prompt to see if it's valid or not *) + if test_prompt new_prompt then + (* If it's valid, use it as the new previous result and repeat the loop *) + generate_valid_prompt grammar new_prompt new_example (generate_new_example grammar new_prompt) + else + (* If it's not valid, retry up to 3 times with different examples until we get a valid prompt *) + let rec retry_with_example grammar prev_result example = + try + generate_valid_prompt grammar prev_result (generate_new_example grammar prev_result) (generate_new_example grammar prev_result) + with e -> + if examples_left > 0 then + retry_with_example grammar prev_result (next_example examples) + else + raise e + in + let examples_left = 3 in + try + retry_with_example grammar (fold_left_with_retry (fun acc x -> x) prev_result [initial_example; new_example]) new_example + with e -> + (* If we still can't generate a valid prompt after 3 retries, raise an error *) + failwith ("Could not generate a valid prompt after 3 retries: " ^ Printexc.to_string e) + +(* Our example language model function that generates a new example given a grammar and previous result *) +let generate_new_example grammar prev_result = + (* Use the current grammar and previous result to generate a new example *) + let new_example = ... in + new_example + +(* Our main driver function that initializes the loop with some initial values *) +let start folder grammar initial_result initial_example examples = + let rec go i = + if i > length examples then + () + else + let new_example = List.nth examples i in + generate_valid_prompt grammar (folder grammar initial_result initial_example new_example) new_example (generate_new_example grammar (folder grammar initial_result initial_example new_example)) + go (i + 1) + in + go 0 +``` + +In this code, we define a custom `fold_left_with_retry` function that applies an operator to an accumulator and a list of elements, but with retry logic that allows us to handle errors and try again up to three times before giving up. + +We also define three example language model functions: `generate_prompt`, which generates a new prompt given a grammar and previous result; `test_prompt`, which tests whether a prompt is valid or not; and `generate_new_example`, which generates a new example given a grammar and previous result. + +Finally, we define our main driver function `start` that initializes the loop with some initial values and calls `go` to start the loop. In this loop, we generate a new example from the current list of examples, and then call `generate_valid_prompt` to generate a valid prompt using the current grammar, previous result, initial +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_457.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_457.txt new file mode 100644 index 0000000..9f72b30 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_457.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs example limit = + let rec merge input example acc i = + if i > limit then acc + else + let output = generate_description ~grammar:input.grammar ~prev_results:input.prev_results ~new_example:example in + if output.is_good then merge { grammar = output.result; prev_results = example; new_example = input.new_example } output.result (output :: acc) (i + 1) + else merge input example acc i + in + merge (List.hd inputs) example [] 1 + +and generate_description ~grammar ~prev_results ~new_example = + (* implement the logic to generate a creative and imaginative description of code based on the given grammar, previous results, and new example *) + { result = ""; is_good = false } +``` +The `merge_inputs` function takes a list of `input` records, an example string, and a limit as input, and returns a list of successful outputs generated by merging the inputs with the example. The function uses the helper function `generate_description` to generate a description of code based on the given grammar, previous results, and new example. + +The `generate_description` function is where you can implement the logic for generating creative and imaginative descriptions of code in the hacking game. It takes as input the `grammar`, `prev_results`, and `new_example` records and returns an `output` record containing the generated description and a boolean flag indicating whether the output is good or not. + +Note that the implementation provided here is just a skeleton, and you would need to add your own logic for generating the descriptions based on the given inputs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_458.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_458.txt new file mode 100644 index 0000000..d938b45 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_458.txt @@ -0,0 +1,112 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's a possible OCaml implementation that takes into account the given description and the provided initial code: + +```ocaml +open List + +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let merge_inputs input1 input2 = + { + grammar = input1.grammar ^ "\n" ^ input2.grammar; + prev_results = input2.prev_results; + new_example = input2.new_example; + } + +let rec merge_and_test_workflow inputs nb_attempts = + if nb_attempts = 0 then + None + else + let merged_input = List.fold_left merge_inputs (List.hd inputs) (List.tl inputs) in + let output = large_language_model_function merged_input in + if is_good_output output then + Some output + else + merge_and_test_workflow (cons merged_input inputs) (pred nb_attempts) + +type workflow = { + prompt : string; + function_name : string; +} + +let rec fold_left op acc workflows = + match workflows with + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let merge_workflows inputs initial_example final_example = + let test_and_merge workflow = + if suitable_for_merging workflow initial_example then + Some { prompt = initial_example ^ "\n" ^ workflow.prompt; function_name = workflow.function_name } + else + None + in + let merged_workflows = List.filter_map test_and_merge inputs in + fold_left merge_workflows { prompt = final_example; function_name = "" } merged_workflows + +(* Usage example: *) +let input1 = { grammar = "A"; prev_results = "D"; new_example = "C" } +let input2 = { grammar = "W"; prev_results = "X"; new_example = "Y" } +let input3 = { grammar = "Z"; prev_results = "E"; new_example = "F" } + +let inputs = [input1; input2; input3] +let initial_example = "B" +let final_example = "L" + +let nb_attempts = 3 + +match merge_and_test_workflow inputs nb_attempts with +| Some output -> printf "Successfully merged workflows: %s\n" output +| None -> printf "Failed to merge workflows after %d attempts.\n" nb_attempts + +let result = merge_workflows inputs initial_example final_example +printf "Merged workflow:\n%s\n" result.prompt; +printf "Function name: %s\n" result.function_name +``` + +Replace the `large_language_model_function`, `suitable_for_merging`, and other functions with your actual implementation. The given code creates a flexible system for generating prompts and functional workflows for a large language model, taking into account different inputs from a high-tech code-based hacking game using OCaml as the programming language. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_459.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_459.txt new file mode 100644 index 0000000..f704651 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_459.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string +type result = string +type grammar = string + +let rec merge_examples grammar previous_results new_example max_errors = + let folder op acc ex = + try + let result = Op.fold (Eval.eval grammar) Empty.empty ex in + if Op.equal result previous_results then + acc + else + op acc result + with e -> + if max_errors <= 0 then + raise e + else + op acc (Printexc.to_string e) + in + let merged_result = fold_left folder previous_results [new_example] in + (merged_result, max_errors - 1) + +let rec game_loop grammar initial_example max_iterations max_errors = + let result, errors_remaining = merge_examples grammar initial_example initial_example max_errors in + if errors_remaining > 0 then ( + Printf.printf "Error: %s\n" result; + if max_iterations <= 0 then ( + Printf.printf "Maximum number of iterations reached.\n"; + exit 1 + ) else ( + let new_example = Op.fold (Eval.eval grammar) Empty.empty result in + game_loop grammar new_example (max_iterations - 1) max_errors + ) + ) else ( + Printf.printf "Result: %s\n" result; + ) +``` +The code defines three types: `example`, `result`, and `grammar`, representing examples, results, and grammars, respectively. The `merge_examples` function takes a grammar, previous results, new example, and maximum number of errors allowed as input, and recursively merges the new example into the previous results using a fold operation. If an error occurs during evaluation, it is caught and the error message is used as the result instead. The function returns the merged result and the remaining number of errors allowed. + +The `game_loop` function takes a grammar, initial example, maximum number of iterations, and maximum number of errors allowed as input. It recursively calls `merge_examples` to merge the initial example into itself, and if an error occurs, it catches the error, increments the maximum number of iterations, and generates a new example using the current result. If the maximum number of iterations is reached or no errors occur, it prints the final result. + +Note that this code is just one possible implementation of the meta magical folder, and there are many other ways to design and implement such a system. The key idea is to recursively merge examples into previous results using a fold operation, and handle errors appropriately. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_46.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_46.txt new file mode 100644 index 0000000..c1ec0ae --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_46.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +open List + +(* A simple record for storing the input and output values *) +type stream = { + grammar : string; + prev_result : string option; + new_example : string; +} + +(* The function that performs the operation on a single stream *) +let fold_stream op acc s = + let open Stream in + match s.prev_result with + | Some prev -> op (op acc prev) s.new_example + | None -> op acc s.new_example + +(* The function that folds multiple streams together *) +let rec merge_streams op acc streams = + match streams with + | [] -> acc + | h :: t -> + let acc' = fold_stream op acc h in + merge_streams op acc' t + +(* Test the function with an example *) +let grammar = "A" +let prev_result1 = Some "D1" +let new_example1 = "B1" +let prev_result2 = None +let new_example2 = "B2" +let stream1 = {grammar; prev_result = prev_result1; new_example = new_example1} +let stream2 = {grammar; prev_result = prev_result2; new_example = new_example2} +let streams = [stream1; stream2] + +(* Define a simple operation to use for the example *) +let add acc x = acc + x + +(* Test the function with the example *) +let result = merge_streams add 0 streams +Printf.printf "Result: %d\n" result (* Output: Result: 3 *) +``` + +In this code, we define a `stream` record to store the input and output values of each stream. The `fold_stream` function performs the operation on a single stream. The `merge_streams` function folds multiple streams together using the provided operation. Finally, we test the function with an example where we add the new examples of each stream together. + +Note that this is just an example implementation and can be customized to suit your needs. The specifics of the operation and the record can be changed depending on the requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_460.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_460.txt new file mode 100644 index 0000000..0b7716f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_460.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of your high-tech code-based hacking game: +```ocaml +type error = Failure of string | User of string + +let rec merge_left grammar prev_res new_examples max_errors acc = + let len_new_ex = List.length new_examples in + if len_new_ex = 0 then + acc, prev_res + else if max_errors <= 0 then + (Failure "Max errors reached"), prev_res + else + let h = List.hd new_examples in + let t = List.tl new_examples in + try + let d = generate_output grammar h in + merge_left grammar d t (max_errors - 1) (test_output d prev_res) + with e -> + merge_left grammar prev_res t max_errors acc + +and test_output d prev_res = + let res = eval_output d in + if is_good_result res then + d + else + prev_res + +and generate_output grammar input = + ... (* Implement the generation of new output based on the input and the grammar *) + +and eval_output d = + ... (* Implement the evaluation of the generated output *) + +and is_good_result res = + ... (* Implement the check for a good result *) +``` +The `merge_left` function takes as input: + +* `grammar`: The current grammar used to generate new outputs. +* `prev_res`: The previous results, initially set to `D`. +* `new_examples`: A list of new examples generated by the large language model and proof engine. +* `max_errors`: The maximum number of errors allowed before giving up. +* `acc`: The accumulator for storing intermediate results. + +The function recursively applies the `generate_output` function to each element of `new_examples`, testing the generated output against the previous result using `test_output`. If the generated output is good, it is used as the new `prev_res` and the process continues with the next element of `new_examples`. If an error occurs during generation or evaluation, the function backtracks up to three times before giving up. + +The other functions (`generate_output`, `eval_output`, and `is_good_result`) need to be implemented based on the specific requirements of your game. For example, you may want to use a probabilistic grammar or a neural network to generate new outputs, evaluate them using a proof engine, and check for good results based on some criteria such as consistency with previous outputs or compliance with the game's rules. + +The code can be further optimized by parallelizing the generation and testing of new examples using OCaml's `Lwt` library or other concurrency primitives. This can help speed up the exploration of the dungeon of knowledge and make the game more responsive to user input. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_461.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_461.txt new file mode 100644 index 0000000..5c64b57 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_461.txt @@ -0,0 +1,113 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define types for our inputs: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type fold_state = { + grammar : grammar; + prev_results : result list; + new_example : example; + mutable current_result : result; + mutable error_count : int; +} +``` + +Now, let's create a function that checks the correctness of the current result and updates it if necessary: + +```ocaml +let check_and_update_result ~max_errors state = + if String.length state.current_result = 0 then + state.error_count <- state.error_count + 1 + else if is_correct state.current_result then + state.prev_results <- state.current_result :: state.prev_results + else + state.error_count <- state.error_count + 1; + + if state.error_count >= max_errors then + None + else + let new_state = { state with current_result = ""; error_count = 0 } in + Some new_state +``` + +Next, we define the operation to be used with `fold_left`. This function takes a fold state and updates its `current_result` using the given grammar and examples: + +```ocaml +let update_current_result ~max_errors state = + let { grammar; new_example; prev_results; _ } = state in + let initial_state = { state with current_result = generate_initial_result grammar new_example } in + match check_and_update_result ~max_errors initial_state with + | None -> None + | Some updated_state -> + List.iter + (fun result -> + let { grammar; new_example; prev_results; _ } = updated_state in + let state' = { updated_state with current_result = generate_intermediate_result grammar new_example result } in + check_and_update_result ~max_errors state') + prev_results; + Some updated_state +``` + +Finally, we apply the `update_current_result` operation to an initial fold state using `fold_left`: + +```ocaml +let rec merge_prompt_workflows ~max_errors : fold_state -> fold_state option = + let folder op state = match op state with + | None -> None + | Some state' -> update_current_result ~max_errors state' in + fold_left folder { + grammar = ""; + prev_results = []; + new_example = ""; + current_result = ""; + error_count = 0; + } +``` + +This `merge_prompt_workflows` function takes an initial fold state and iteratively applies the `update_current_result` operation until it reaches a desirable result or encounters too many errors. The output is an optional updated fold state with the merged prompt workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_462.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_462.txt new file mode 100644 index 0000000..e05ed35 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_462.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + result : string; + error_count : int; +} + +let merge_tensors t1 t2 = + (* Implement a tensor merging function here *) + ... + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | {grammar; previous_results; new_example} :: tail -> + let merged_tensors = merge_tensors (Vector.of_string previous_results) (Vector.of_string new_example) in + let new_result = LanguageModel.generate ~grammar:grammar ~tensor:merged_tensors in + let new_output = { result = new_result; error_count = 0 } in + let acc' = if op acc new_output then new_output else {acc with error_count = acc.error_count + 1} in + fold_left op acc' tail + +let rec merge_workflows workflow1 workflow2 = + (* Merge two workflows by recursively merging their prompts and results *) + ... + +let meta_magical_folder inputs = + let merged_workflows = List.fold_left merge_workflows [workflow1; workflow2] in + fold_left (fun acc workflow -> if LanguageModel.test acc then acc else workflow) {result = ""; error_count = 0} merged_workflows +``` +This code defines types for input streams and output results, a tensor merging function, a recursive function `fold_left` for iterating over input streams and generating outputs using the language model, a function `merge_workflows` for merging two workflows, and a meta magical folder that combines all of these functions to merge large language model prompt workflows. + +The code assumes that there are existing functions for tensor merging (`merge_tensors`) and language model generation (`LanguageModel.generate`) as well as a function `LanguageModel.test` to test if an output result is good. You will need to implement these functions based on your specific requirements. + +The meta magical folder takes in a list of input streams and iteratively generates outputs using the language model until it produces a good output (i.e., an output that passes the `LanguageModel.test` function). The function recursively merges two workflows by merging their prompts and results. You will need to implement this function based on your specific requirements. + +The meta magical folder can be customized further to suit your needs, such as adding more input streams or modifying the tensor merging function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_463.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_463.txt new file mode 100644 index 0000000..8020452 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_463.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can expand the `fold_left` function to include the required inputs and logic. Here's a possible OCaml implementation: + +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } +type output = { result : string; is_valid : bool } + +let rec fold_workflow op acc = function + | [] -> acc + | input :: rest -> ( + let open Input.Let_syntax in + match input with + | { grammar; prev_results; new_example } -> + let output = op { result = ""; is_valid = false } { grammar; new_example } in + if output.is_valid then + fold_workflow op (output :: acc) rest + else if List.length rest > 0 then + fold_workflow op (feedback input output :: acc) rest.tl + else + List.rev_append (feedback input output :: acc) [output] + ) +and feedback input output = + { result = "Error: invalid output. Trying to generate a new one..."; is_valid = false } + +type workflow = input list -> output list + +let create_workflow op = fold_workflow op [] +``` + +This code defines an `input` type that contains the required fields and an `output` type for the result of applying a language model prompt generator to some inputs. The `fold_workflow` function is a modified version of the original `fold_left` function, which now takes into account the input structure and applies the given operation (`op`) to generate new outputs from the input streams. If an output is invalid, it will be fed back to the previous step up to 3 times before giving up. + +The `feedback` function generates a feedback message for debugging purposes, which can be customized to fit specific needs. Finally, we create a `workflow` type that takes a list of inputs and returns a list of outputs generated by applying the given operation (`op`) using `fold_workflow`. The `create_workflow` function creates a new workflow from an operation. + +This system is flexible and customizable since it allows users to define their own operation functions that take in input streams and generate output streams, which can be used for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_464.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_464.txt new file mode 100644 index 0000000..2dfaf4a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_464.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_prompts (inputs : input list) (n : int) : output option = + let rec aux acc inputs n = + match inputs, n with + | [], _ -> Some({result = acc; is_good = true}) + | _, 0 -> None + | h::t, _ -> + let new_acc = LanguageModel.generate_description ~grammar:h.grammar ~prev_results:h.prev_results in + aux (new_acc :: acc) t (n - 1) + in + aux [] inputs n + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec play_game (inputs : input list) : unit = + match merge_prompts inputs 3 with + | Some({result; is_good}) when is_good -> + let next_inputs = NextLevelGenerator.generate_next_levels ~current_level:result in + play_game (List.map (fun input -> {input with prev_results = result}) next_inputs) + | Some(_) | None -> print_endline "Error: Failed to merge prompts" +``` +This code defines two types, `input` and `output`, to represent the inputs to the merging function and its output. The `merge_prompts` function takes a list of `input`s and an integer `n` (representing the maximum number of times to retry merging), and returns an `output option`. If the merging is successful, it also generates the next level of inputs using a hypothetical `NextLevelGenerator.generate_next_levels` function. + +The `fold_left` function is used to apply the same operation (in this case, the `play_game` function) recursively to each element of a list. The `play_game` function takes a list of `input`s and runs the game using those inputs. If merging fails, it prints an error message. + +Note that the actual implementation of the `LanguageModel.generate_description` and `NextLevelGenerator.generate_next_levels` functions are left as placeholders for a real implementation. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_465.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_465.txt new file mode 100644 index 0000000..4b3de7a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_465.txt @@ -0,0 +1,110 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. Here's an example OCaml code to achieve this goal: + +1. Define data types for grammar, previous results, new examples, and outputs: + +```ocaml +type grammar = string +type prev_results = string +type new_example = string +type output = string + +type folder_input = { + grammar : grammar; + prev_results : prev_results; + new_example : new_example; +} + +type folder_state = { + input : folder_input; + output : output; + iteration : int; +} +``` + +2. Create a function to test the quality of the generated output: + +```ocaml +let is_good_output output = + (* Implement your custom logic here *) + true +``` + +3. Define a function to process the input and generate an output using the provided grammar, previous results, and new example: + +```ocaml +let process_input { grammar; prev_results; new_example } = + (* Implement your custom logic here to create the output based on the input *) + "Generated output" +``` + +4. Implement a function that receives the folder state and either returns a new state or an error: + +```ocaml +exception Error of string + +let rec process_folder_state { input; output; iteration } = + if iteration >= 3 then raise (Error "Exceeded maximum iterations") + else if is_good_output output then + { input with prev_results = output }, output, iteration + 1 + else + let new_output = process_input input in + { input with prev_results = output }, new_output, iteration + 1 +``` + +5. Finally, create the `fold_magic_folder` function that uses the `process_folder_state` function: + +```ocaml +let fold_magic_folder folder_input = + let rec aux acc state = + try + let new_state = process_folder_state state in + aux (new_state :: acc) new_state + with Error e -> acc + in + let initial_state = { input = folder_input; output = ""; iteration = 0 } in + List.rev (aux [] initial_state) +``` + +This implementation provides a more customizable and flexible solution to manage the generation of prompts and functional workflows for your high-tech code-based hacking game using a large language model. You can now use `fold_magic_folder` with different input configurations, and it will return a list of folder states representing each iteration until it meets the criteria specified in the `is_good_output` function or reaches the maximum number of iterations. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_466.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_466.txt new file mode 100644 index 0000000..0a5d303 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_466.txt @@ -0,0 +1,69 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include additional inputs and functionality. Here's an example of how this could be done in OCaml: + +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_left op acc = function + | [] -> acc + | h::t -> + let acc' = op acc h in + match h with + | Grammar _ -> fold_left op acc' t + | PreviousResults _ -> fold_left op acc' t + | NewExample _ -> + let new_output = generate_description acc' in (* replace this with the actual implementation *) + let new_results = test_and_correct new_output 3 in + fold_left op (PreviousResults new_results) (NewExample new_results :: t) + +and generate_description acc' = ... + +and test_and_correct output times_to_try = ... +``` + +In this implementation, we define a new `input` type that can represent the different types of inputs to the fold function. We then modify the `fold_left` function to handle these inputs appropriately. If the input is a `Grammar` or `PreviousResults`, we simply continue folding with the accumulator and the rest of the list. However, if the input is a `NewExample`, we generate a new description using the current accumulator (which contains the previous results and example), test and correct it as needed, and then recursively call `fold_left` with the new output and updated inputs. + +The `generate_description` function takes the current accumulator and generates a new description based on the grammar and previous results. The `test_and_correct` function tests the generated description and corrects any errors, up to a maximum number of times specified by `times_to_try`. + +Note that this is just an example implementation, and the actual implementation will depend on the specific requirements of your game and language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_467.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_467.txt new file mode 100644 index 0000000..859f6dc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_467.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the fold\_left function: + +let rec generate\_prompt grammar acc examples = +match examples with +| [] -> acc +| h::t -> +let new\_ex = create\_example grammar h in +let new\_prompt = format\_prompt grammar new\_ex in +generate\_prompt grammar (new\_prompt :: acc) t + +let rec generate\_workflow grammar acc examples = +match examples with +| [] -> acc +| h::t -> +let new\_ex = create\_example grammar h in +let new\_wf = create\_workflow grammar new\_ex in +generate\_workflow grammar (new\_wf :: acc) t + +let rec merge\_workflows op acc workflows = +match workflows with +| [] -> acc +| h::t -> merge\_workflows op (op acc h) t + +This code defines three functions: generate\_prompt, generate\_workflow, and merge\_workflows. The generate\_prompt function takes a grammar, a list of previous examples, and a new example as input, and uses them to create a new prompt. It does this by recursively calling itself with the updated list of prompts and the tail of the examples list, until all examples have been processed. + +The generate\_workflow function is similar, but it creates a new workflow instead of a prompt. The merge\_workflows function takes an operation (op), a list of workflows, and recursively merges them together using the specified operation, until all workflows have been processed. + +These functions can be customized and extended to suit the specific needs of your high-tech code-based hacking game. For example, you could add additional functions to test the generated prompts and workflows, or to provide feedback to the language model based on the results of those tests. You could also extend the grammar to include new languages and symbols, or modify the create\_example and create\_workflow functions to generate more complex or creative descriptions of code. + +It is important to note that this is a simplified version of what you are asking for, but it should give you a good starting point for building a more sophisticated system for generating prompts and workflows using a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_468.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_468.txt new file mode 100644 index 0000000..4cc336f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_468.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how we might extend this function to suit our needs: + +```ocaml +(* A simple record type for storing the necessary inputs *) +type prompt_workflow = { + grammar : string; + previous_results : string option; + new_example : string; +} + +(* The accumulator function that takes in a prompt workflow and returns a string *) +let accumulator acc prompt_workflow = + let { grammar; previous_results; new_example } = prompt_workflow in + match previous_results with + | Some prev_res -> + let result = generate_description grammar prev_res new_example in + if is_good result then result + else if num_attempts < 3 then + accumulator (accumulator acc { prompt_workflow with previous_results = Some result }) prompt_workflow + else failwith "Max attempts reached" + | None -> + let result = generate_description grammar new_example in + if is_good result then result + else if num_attempts < 3 then + accumulator (accumulator acc { prompt_workflow with previous_results = Some result }) prompt_workflow + else failwith "Max attempts reached" + +(* The fold_left function that takes in a list of prompt workflows and an initial accumulator value *) +let rec fold_prompt_workflows acc = function + | [] -> acc + | h :: t -> fold_prompt_workflows (accumulator acc h) t +``` + +In the above code, we define a record type `prompt_workflow` that stores the necessary inputs for generating a prompt workflow. We then define an accumulator function `accumulator` that takes in a prompt workflow and returns a string representation of the generated description. This function checks if there are previous results, and if so, it generates a new description using those results and the new example provided. If not, it simply generates a new description using only the new example. + +We then define a `fold_prompt_workflows` function that takes in a list of prompt workflows and an initial accumulator value (which could be an empty string). This function recursively applies the `accumulator` function to each prompt workflow, passing in the result of the previous application as the new accumulator value. + +With this system in place, we can easily generate creative and imaginative descriptions of code by providing a list of prompt workflows with varying grammar rules, previous results, and new examples. We can also customize the behavior of the system by modifying the `accumulator` function to suit our needs (e.g., by adding more checks or modifications to the generated description). +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_469.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_469.txt new file mode 100644 index 0000000..dcf964b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_469.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type input = Grammar of string | Previous of string | NewExample of string + +let rec merge_inputs inputs acc = + match inputs with + | [] -> acc + | h::t -> ( + match h with + | Grammar a -> merge_inputs t (a :: acc) + | Previous d -> merge_inputs t (d :: acc) + | NewExample c -> + let merged = String.concat " " (List.rev acc) in + let new_output = run_language_model merged in (* replace this with actual function *) + if is_good_output new_output then + merge_inputs t [new_output] + else if List.length acc < 3 then + merge_inputs (t @ [NewExample c]) acc + else + merged (* return the last merged prompt if all attempts fail *) + ) + +let start_merge inputs = + let _ = Printf.printf "Starting merge with inputs : %s\n" (String.concat ", " (List.map (function | Grammar a -> a | Previous d | NewExample c -> c) inputs)) in + merge_inputs inputs [] +``` +The code defines a new data type `input` to represent the different types of inputs, and implements a recursive function `merge_inputs` that takes a list of inputs and an accumulator. The function matches on each input in the list and updates the accumulator accordingly. If all attempts fail, it returns the last merged prompt. + +The code also includes a helper function `start_merge` to print out the inputs before merging them. You can replace the `run_language_model` function with an actual implementation that runs your large language model and returns the generated output. The `is_good_output` function is also a placeholder that checks whether the generated output is good or not, based on your criteria. + +Note: This code is just one possible way to implement the prompt merging system, and may need to be adjusted based on the specifics of your large language model and game environment. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_47.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_47.txt new file mode 100644 index 0000000..ce6bade --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_47.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. The purpose of this function is to iterate over a list and apply an operation to each element in the list, accumulating the results along the way. + +In our case, the input will be a list of configurations containing grammar, previous results, and new examples. We'll define a custom operation that takes the current configuration and produces a new one by merging the previous results with the new example and testing the output. If the output is good, it will continue iterating over the list with the updated previous results; otherwise, it will attempt to create a new D up to three times before giving up. + +Here's an OCaml code snippet that implements this system: + +```ocaml +type config = { + grammar : string; + prev_results : string; + new_example : string; +} + +let custom_operation config = + let open Config in + let {grammar; prev_results; new_example} = config in + + (* Generate a new output by combining the previous results and new example *) + let new_output = /* your code here */ in + + (* Test the new output *) + if is_good_output new_output then + {grammar; prev_results=new_output; new_example} + else + let rec create_new_output i config = + if i > 3 then + raise (Failure "Failed to create a good output after 3 attempts") + else + let new_output = /* your code here */ in + if is_good_output new_output then + {grammar; prev_results=new_output; new_example} + else + create_new_output (i+1) config + in + create_new_output 1 config + +let rec fold_configs op acc = function + | [] -> acc + | h :: t -> fold_configs op (op acc h) t + +(* Initialize the list of configurations *) +let initial_configs = [ {grammar="A"; prev_results="D"; new_example="B"} ] in + +(* Fold over the list of configurations to generate a final output *) +let final_output = fold_configs custom_operation (Config.{grammar="init"; prev_results="init"; new_example="init"}) initial_configs +``` + +In this code, you will need to implement the following: + +1. The `Config` module with a record type containing the necessary fields and helper functions for manipulating the records. +2. The function `is_good_output` that checks whether an output is good or not. +3. The part of the code in `custom_operation` that generates the new output by combining `prev_results` and `new_example`, as well as the part where you attempt to create a new output up to three times if the initial one is not good. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_470.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_470.txt new file mode 100644 index 0000000..331491d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_470.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function provided in the code snippet to include additional inputs and operations. The revised function will take four inputs: grammar (A), previous results (D), new example (C), and a function that generates a new output (G) given the other three inputs. It will return a new set of previous results (D') after testing and possibly retrying the generation up to three times. + +Here's an OCaml code snippet that implements this functionality: + +```ocaml +let rec merge_prompts grammar prev_results new_example generate_next = + let retries = ref 3 in + let rec helper acc = function + | [] -> acc + | h :: t -> + let new_acc = generate_next grammar (Some acc) new_example in + if Sys.opaque_identity (test_output new_acc) then + new_acc + else if !retries > 0 then + let retries := !retries - 1 in + helper new_acc t + else + raise (Failure "Failed to generate valid output")) + in + try + helper prev_results [new_example] + with e -> + Printf.eprintf "Error: %s\n" (Printexc.to_string e); + prev_results +``` + +In this code, `test_output` is a placeholder function that tests whether the output generated by `generate_next` is valid or not. It should be replaced with a more specific function tailored to your use case. The `merge_prompts` function takes four arguments: grammar (A), previous results (D), new example (C), and a function `generate_next` that generates a new output given the other three inputs. It uses an inner recursive function `helper` to apply the `generate_next` function repeatedly until either a valid output is obtained or all retries are exhausted. + +This function can be used as part of a larger system for generating creative and imaginative descriptions of code in a high-tech code-based hacking game, where each object, NPC, monster, treasure, and challenge has its own set of properties and behaviors defined by the terms used in the script. By encoding functions or spells as emoji strings that can be vectorized into tensors, we can create an augmented reality matrix game where players write their own story using a large language model and proof engine to generate code-based descriptions of the world around them. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_471.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_471.txt new file mode 100644 index 0000000..9fbc1bf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_471.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this could be done in OCaml: + +```ocaml +type input = Grammar of string | Previous of string * string | NewExample of string + +(* The 'op' function used in fold_left takes three arguments: + the accumulator (acc), a grammar rule (Grammar s), and an example string. + It applies the grammar rule to the example string, and updates the accumulator + with the result. If the application of the grammar rule fails, it returns an error message. *) +let op acc (Grammar g) ex = + try + let result = Str.global_substitute (Str.regexp (Re.Printf {|%s|} g)) ex in + result :: acc + with e -> "Error: Failed to apply grammar rule \"" ^ g ^ "\". Reason: " ^ (Printexc.to_string e) :: acc + +let op acc (Previous (prev_ex, prev_res)) ex = + if String.equal prev_ex ex then prev_res :: acc else "Error: Previous example and new example do not match." :: acc + +let op acc (NewExample ex) = ex :: acc + +(* The 'merge' function takes a list of input values and returns the merged result *) +let rec merge inputs = + let init_acc = "" in + fold_left op init_acc inputs + +(* Test the function with an example *) +let input_values = [Grammar "Hello, !"; Previous ("John", "Hello, John!"); NewExample "Mike"] in +let merged_result = merge input_values in +Printf.printf "Merged result: %s\n" (String.concat "\n" merged_result) +``` + +In this example, we define a new type `input` to represent the different types of inputs that can be passed to the `fold_left` function. We then define three cases for the `op` function: when it encounters a grammar rule (`Grammar g`), a previous result (`Previous (prev_ex, prev_res)`), or a new example (`NewExample ex`). The `merge` function takes a list of input values and applies the `fold_left` function with the `op` operation to produce the merged result. + +The `merge` function can be used in a loop with testing and error handling, as described in the prompt, to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. The player's inputs (e.g., selecting a weapon or casting a spell) would be passed through the `merge` function along with relevant grammar rules and previous results to produce a customized and dynamic output that reflects their choices and actions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_472.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_472.txt new file mode 100644 index 0000000..812921f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_472.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let test_result result = ... (* replace with the actual function for testing a result *) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let (new_acc, new_example) = op acc h in + let new_result = generate_description ~grammar:h ~example:new_example in + if test_result new_result then + fold_left op new_acc t + else if List.length t > 0 then ( + let next_op = List.nth t 1 in (* use the second example as the new operator *) + fold_left next_op (op acc h) (List.tl (List.tl t)) + ) else raise (Failure "No more examples") + +and generate_description ~grammar ~example = ... (* replace with the actual function for generating a description using a grammar and an example *) +``` +The `fold_left` function takes an operator `op`, an accumulator `acc`, and a list of examples, and applies the operator to each pair of accumulator and example in the list, starting from the left. The operator is expected to return a new accumulator and a new example as its result. + +The `generate_description` function takes a grammar and an example as inputs and generates a creative and imaginative description of code based on them. This function can use the large language model and proof engine to generate the description, and encode it into an emoji string for vectorization into tensors. The tensor representation can then be visualized in the game using shaders and mathpylib. + +The `test_result` function takes a result as input and checks whether it is good or not. If it is good, the function returns `true`. Otherwise, it returns `false`. This function can use heuristics and criteria to evaluate the quality of the generated description, such as grammatical correctness, semantic coherence, creativity, and imagination. + +The `fold_left` function uses recursion to apply the operator to each pair of accumulator and example in the list, and update the accumulator based on the result. If the result is good, the function repeats the loop with the new accumulator and the rest of the list. Otherwise, it feeds the error back to create a new accumulator up to 3 times, by using the second example as the new operator and skipping the first example in the list. If there are no more examples, the function raises an exception. + +This OCaml code can be further customized and optimized to suit the needs of the high-tech code-based hacking game, such as adding error handling, logging, and debugging mechanisms, or integrating it with other components of the game engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_473.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_473.txt new file mode 100644 index 0000000..c1f637c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_473.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code sample. This function recursively applies a given operation to each element in a list, accumulating the results in an accumulator value. We can adapt this function to suit our needs by incorporating the required inputs and operations for generating prompts and functional workflows. + +Here's a possible OCaml code implementation: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let language_model_function (input : input) : output = + (* Implement the logic for interacting with the large language model here *) + (* For example, use the grammar and previous results to generate a new description of code *) + { result = "Generated code description"; success = true } + +let error_feedback_loop (input : input) : output = + let max_retries = 3 in + let rec loop i = + if i > max_retries then + { result = "Error: Failed to generate a valid description after " ^ string_of_int max_retries ^ " retries."; success = false } + else + let output = language_model_function input in + if output.success then + output + else + loop (i + 1) + in + loop 1 + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> fold_left op (op acc (error_feedback_loop h)) t + +(* Usage example: *) +let initial_input = { + grammar = "High-tech code-based hacking game"; + prev_results = "A dungeon of knowledge generated by a large language model and proof engine."; + new_example = "Exploring a labyrinthine cave, encountering monsters and treasures." +} + +let final_output = + fold_left error_feedback_loop { result = ""; success = false } [initial_input] +``` + +In this example, we define types for input (`input`) and output (`output`) structures. The `language_model_function` abstracts the interaction with the large language model, generating a new description of code based on the given inputs. The `error_feedback_loop` function attempts to generate a valid description up to three times if an error occurs during the initial attempt. + +The adapted `fold_left` function recursively applies the `error_feedback_loop` function to each input element, accumulating the results in the final output structure. The usage example shows how this customized folding function can be used in practice with a sample input. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_474.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_474.txt new file mode 100644 index 0000000..fe7ac42 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_474.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and functionality. Here's an OCaml code snippet that implements the described behavior: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let merge_prompts input = + let base_prompt = input.grammar ^ "\nPrevious Results: " ^ input.prev_results in + let updated_prompt = base_prompt ^ "\nNew Example: " ^ input.new_example in + updated_prompt + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let merged_prompt = merge_prompts h in + let result = op merged_prompt acc in + fold_left op result t + +(* Usage example *) +let input_list = [ + { grammar = "A"; prev_results = "D"; new_example = "B" }; + { grammar = "A"; prev_results = "E"; new_example = "C" }; +] + +let accumulator = "" + +let merged_result = List.fold_left fold_left accumulator input_list + +(* Print the merged result *) +Printf.printf "Merged Result: %s\n" merged_result +``` + +In this code snippet, we first define an `input` record to hold the required inputs (grammar, previous results, and new example). We then create a `merge_prompts` function that constructs a prompt by concatenating the given inputs. The `fold_left` function is updated to use the new `merge_prompts` function and takes an accumulator as its initial value. + +You can customize this code according to your specific requirements, such as modifying the `merge_prompts` function, changing the input types, or adding more functionalities like error handling and testing. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_475.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_475.txt new file mode 100644 index 0000000..8e60676 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_475.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the example code. Our goal is to create a meta magical folder that can merge streams of data generated by the matrix (in this case, language model prompt workflows) together into one. + +First, let's define some data structures to represent the inputs and outputs: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type attempt = int + +type merge_input = { + grammar : grammar; + prev_results : result list; + initial_example : example; + new_example : example; +} + +type merge_output = { + result : result; + error : error option; + attempts : attempt list; +} +``` + +Next, we will write a helper function to test if the generated result is good: + +```ocaml +let is_good_result result = + (* Add your condition to check if the result is good here *) + true + +let rec merge_prompts input attempts_left = + let { grammar; prev_results; initial_example; new_example } = input in + let new_result, error = generate_result grammar initial_example new_example in + let new_attempts = if is_good_result new_result then attempts else 1 :: attempts in + let output = { result = new_result; error = Some error; attempts = new_attempts } in + if attempts_left > 0 && (match output.error with None -> false | Some _ -> true) then + merge_prompts { input with prev_results = new_result :: prev_results } (attempts_left - 1) + else + output +``` + +Finally, let's define a function to start the merging process using the `merge_prompts` helper: + +```ocaml +let rec fold_matrix_to_one grammar initial_example max_attempts = + let merge_one_prompt { initial_example as ex; new_example } = + { grammar; prev_results = [ex]; initial_example = ex; new_example } in + let merged_prompts = List.map merge_one_prompt (generate_initial_prompts grammar) in + fold_left merge_prompts merged_prompts max_attempts +``` + +The `fold_matrix_to_one` function takes a grammar, initial example, and the maximum number of attempts. It generates an initial list of prompts using the `generate_initial_prompts` helper (not provided in this code), then merges them together using the `merge_prompts` helper. The result is a single merged output containing the final result, any encountered errors, and the number of attempts made before reaching the result. + +Now you can customize this code to suit your needs, including adding specific checks for good results in the `is_good_result` helper and implementing the `generate_initial_prompts` helper. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_476.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_476.txt new file mode 100644 index 0000000..fcf16d4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_476.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a fold\_left function and uses it to merge large language model prompt workflows: +```ocaml +(* The type of prompts and their associated metadata *) +type prompt_meta = { + mutable prompt : string; + mutable result : string option; + mutable error : string option; +} + +(* The function used to merge two prompts together *) +let merge_prompts acc prompt\_meta = + match acc.result, prompt_meta.result with + | Some a, Some b -> + (* If both prompts have been successfully processed, merge them together *) + let merged = a ^ "\n" ^ b in + { prompt\_meta with prompt = merged } + | None, Some b -> + (* If the accumulator has not been processed yet, use the new result *) + { prompt\_meta with prompt = b } + | Some a, None -> + (* If the accumulator has been processed and the new one has not, keep the old one *) + acc + | None, None -> + (* If neither have been processed, use the new one *) + prompt\_meta + +(* The function used to test whether a prompt is valid or not *) +let test_prompt prompt\_meta = + (* TODO: Implement your testing logic here *) + true + +(* The main fold function that merges prompts together *) +let rec fold_left merge\_prompts acc = function + | [] -> acc + | h :: t as prompt\_metas -> + (* If the current prompt has not been processed yet, process it now *) + let new\_acc = + if h.result. is_none then + let%lwt result = ProcessPrompt h.prompt in + h.result <- Some result; + merge\_prompts acc h + else + acc + in + (* If the current prompt passed the test, continue processing the rest *) + if test\_prompt h then ( + let%lwt new\_t = fold\_left merge\_prompts new\_acc t in + return (new\_acc :: new\_t) + ) else ( + (* If the current prompt failed the test, stop processing and return an error *) + h.error <- Some "Prompt failed validation"; + return [h] + ) + +(* The initial accumulator value with an empty prompt and no result or error *) +let init\_acc = { prompt = ""; result = None; error = None } + +(* Use the fold function to merge together a list of prompts *) +let%lwt merged\_prompts = fold_left merge\_prompts init\_acc prompts +``` +This code defines a type `prompt_meta` to represent a prompt and its associated metadata (such as whether it has been processed, the result or error message, etc.). The `merge_prompts` function is used to actually merge two prompts together. The `test_prompt` function is where you would put your logic for validating whether a prompt is good or not. Finally, the `fold_left` function uses these helper functions to recursively process and merge a list of prompts into one. + +The code also includes some example function and variable names that are specific to the high-tech code-based hacking game described in the prompt, but you can replace those with more generic names if you like. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_477.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_477.txt new file mode 100644 index 0000000..5f7779f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_477.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged : string; + test_result : bool; +} + +let merge_matrices input = + let open Input in + let open Output in + let folder acc ({grammar; prev_results; new_example}) = + let new_output = generate_description grammar prev_results new_example in + {merged = new_output; test_result = test_description new_output} + in + let initial_output = {merged = input.new_example; test_result = true} in + let output = + List.fold_left folder initial_output [input] + in + if output.test_result then output else + List.fold_left folder output (List.tl (List.map (fun _ -> input) [1;2])) + +type 'a stream = { + value : 'a; + next : unit -> 'a stream option; +} + +let rec merge_streams acc = function + | [] -> Some acc + | h :: t -> + let new_acc = merge_matrices h in + if new_acc.test_result then merge_streams {value = new_acc.merged; next = fun () -> merge_streams None t} else None +``` +In this code, the `Input` and `Output` modules define the types for input data and output results, respectively. The `merge_matrices` function takes an input data as argument and returns the merged result after testing it. If the test fails, it will try to merge up to 3 times. + +The `stream` type defines a stream of values with its current value and a function to get the next stream option. The `merge_streams` function recursively merges the streams using the `merge_matrices` function until all streams are merged or an error occurs. + +This implementation provides a flexible and customizable system for generating prompts and functional workflows for a large language model, which can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. The `merge_matrices` function takes into account the previous results and new examples, and tests the output before repeating the process up to 3 times if necessary. + +The `merge_streams` function then merges streams of these prompts and functional workflows, which can be used to generate a dynamic and interactive game environment where players explore a dungeon of knowledge using weapons, spells, and artifacts, all encoded as emoji strings that can be vectorized into tensors. These tensors can then be visualized in the game using shaders and mathpylib, creating an augmented reality matrix game where players write their own story. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_478.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_478.txt new file mode 100644 index 0000000..36895da --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_478.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +(* The accumulator holds the previous result and the number of times it has been refined *) +type acc = {result: result; mutable refinements: int} + +let init_acc result = {result; refinements= 0} + +(* The merging function combines a new example with an accumulator to produce a new accumulator *) +let merge_ex_acc ~grammar example acc = + (* Generate a new result from the example and grammar *) + let new_result = Grammar.generate ~grammar example in + (* Test the new result *) + let tested_result = test_result new_result in + {result= tested_result; refinements= acc.refinements + 1} + +(* The folding function applies the merge_ex_acc function repeatedly to a list of examples and an initial accumulator *) +let rec fold_examples ~grammar acc examples = + match examples with + | [] -> acc + | example :: rest -> + let acc' = merge_ex_acc ~grammar example acc in + fold_examples ~grammar:grammar acc' rest + +(* The testing function checks if a result is good or not *) +let test_result result = + (* Implement the testing logic here *) + ... + +(* The refinement function tries to refine a result up to three times if it fails the test *) +let rec refine_result ~grammar acc = + let tested_result = test_result acc.result in + if tested_result then + acc + else + if acc.refinements < 3 then ( + (* Generate a new example from the current result and grammar *) + let new_example = Grammar.generate ~grammar:grammar acc.result in + {result= tested_result; refinements= acc.refinements + 1} + ) else + {result= tested_result; refinements= 3} + +(* The main function takes a grammar, an initial example, and a list of new examples, and produces the final result *) +let rec merge_examples ~grammar initial_example examples = + (* Create an initial accumulator from the initial example *) + let acc = init_acc initial_example in + (* Fold the list of examples with the accumulator to obtain a new accumulator *) + let acc' = fold_examples ~grammar acc examples in + (* Refine the final accumulator if necessary *) + refine_result ~grammar acc' +``` +This code defines several types (`example`, `result`, and `error`) that should be replaced with the actual types used in the game. The `acc` type is an accumulator that holds the previous result and the number of times it has been refined. + +The `merge_ex_acc` function takes a new example, a grammar, and an accumulator, and produces a new accumulator by generating a new result from the example and grammar, testing the result, and updating the accumulator with the tested result and the number of times it has been refined. + +The `fold_examples` function applies the `merge_ex_acc` function repeatedly to a list of examples and an initial accumulator, producing a final accumulator that holds the best result obtained from all the examples. + +The `refine_result` function tries to refine a result up to three times if it fails the test, by generating a new example from the current result and grammar, and updating the number of refinements performed so far. + +Finally, the `merge_examples` function is the main entry point that takes a grammar, an initial example, and a list of new examples, and produces the final result by creating an initial accumulator from the initial example, folding the list of examples with the accumulator to obtain a new accumulator, and refining the final accumulator if necessary. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_479.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_479.txt new file mode 100644 index 0000000..ab3b2cf --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_479.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a language model, we can use a folding function that takes in an operation, an accumulator, and a list of inputs, and applies the operation to each element of the list in sequence. Here is an example of how this function could be implemented in OCaml: +``` +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` +This function takes three arguments: `op`, which is the operation to be applied; `acc`, which is the accumulator that will hold the results of each application of the operation; and `inputs`, which is a list of inputs over which the operation will be applied. The function uses pattern matching to distinguish between two cases: an empty list, and a non-empty list. In the case of an empty list, the function simply returns the accumulator. In the case of a non-empty list, the function applies the operation to the first element of the list (`h`) and the accumulator (`acc`), and then recursively calls itself on the rest of the list (`t`) with the updated accumulator. + +To use this function for generating prompts and functional workflows for a large language model, we could define an operation that takes in a prompt and a set of previous results, and generates a new prompt based on those inputs. For example: +``` +let generate_prompt previous_results grammar = + let base_prompt = "Generate a creative and imaginative description of code in the context of a high-tech code-based hacking game, taking into account the following properties: " in + List.fold\_left (fun acc prop -> acc ^ "\n - Property " ^ string_of_int prop.id ^ ": " ^ prop.name) base\_prompt previous\_results +``` +This function takes in a list of previous results and a grammar, and generates a prompt that asks the language model to generate a description of code based on the given properties. The function uses the `List.fold_left` function to concatenate the properties into a single string, with each property formatted as a bullet point. + +We could then define a function that applies this operation repeatedly to generate a series of prompts, and returns the final prompt after a certain number of iterations: +``` +let rec generate_prompts num\_iterations previous\_results grammar = + if num\_iterations <= 0 then + generate\_prompt previous\_results grammar + else + let new\_previous\_results = process\_language\_model\_response (generate\_prompt previous\_results grammar) in + generate\_prompts (num\_iterations - 1) new\_previous\_results grammar +``` +This function takes in a number of iterations, a list of previous results, and a grammar. If the number of iterations is less than or equal to zero, the function returns the prompt generated by `generate_prompt`. Otherwise, it applies the language model to the current prompt (generated by `generate\_prompt`), updates the list of previous results, and recursively calls itself with the updated inputs. + +To use this function to generate prompts and functional workflows for a language model, we could simply call it with the desired number of iterations, an initial set of previous results (which could be empty), and a grammar: +``` +let main num\_iterations = + let initial\_results = [] in + let grammar = {| ... |} in + let final\_prompt = generate\_prompts num\_iterations initial\_results grammar in + ... +``` +This function, `main`, defines an initial set of previous results (which is empty), a grammar, and the number of iterations to be used. It then calls `generate\_prompts` with these inputs, and stores the resulting final prompt in the `final\_prompt` variable for later use. + +Overall, this system allows us to generate prompts and functional workflows for a large language model using a flexible and customizable approach. By defining an operation that generates a new prompt based on previous results and a grammar, we can easily iterate over the language model to refine our prompts and generate more creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_48.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_48.txt new file mode 100644 index 0000000..e3d4135 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_48.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type error = string (* replace with the actual type of errors *) + +let fold_examples grammar previous_result max_errors new_examples = + let rec aux acc exs errors_remaining = function + | [] -> + if errors_remaining > 0 then + failwith "Maximum number of error corrections reached" + else + acc + | h :: t -> + try + let result = generate_result grammar h in + aux (op acc result) exs (errors_remaining - 1) t + with e -> + if errors_remaining > 0 then + aux acc (h :: exs) errors_remaining t + else + failwith ("Example correction failed: " ^ Printexc.to_string e) + in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let initial_examples = previous_result :: new_examples in + try + aux previous_result initial_examples max_errors initial_examples + with e -> + Printf.eprintf "Error: %s\n%!" (Printexc.to_string e); + previous_result +``` +The function takes the following arguments: + +* `grammar`: The grammar used for generating results from examples. +* `previous_result`: The result of the previous iteration, or the initial example in the first iteration. +* `max_errors`: The maximum number of error corrections to perform on new examples before giving up. +* `new_examples`: A list of new examples to be used for generating results. + +The function uses an inner recursive function `aux` to iterate over the list of new examples, attempting to generate a result from each one and accumulating them into a final result using the provided operation `op`. If generating a result from an example fails, the function tries up to `max_errors` times to correct the example before giving up. + +The outermost function uses another recursive function `fold_left` to fold the list of examples (initial result and new examples) into a final result using the provided operation `op`. The result of the previous iteration is used as the initial accumulator, and the final result is returned after all examples have been processed. + +Note that this implementation uses exceptions for error handling, which may not be suitable for all use cases. In particular, if `max_errors` is set to 0, any exception raised during example correction will cause the function to fail immediately without attempting any further corrections. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_480.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_480.txt new file mode 100644 index 0000000..2a93bbc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_480.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_inputs input1 input2 = + { + grammar = input1.grammar ^ " " ^ input2.grammar; + prev_results = input2.prev_results; + new_example = input2.new_example; + } + +let rec generate_prompt inputs acc = + match inputs with + | [] -> acc + | h :: t -> + let merged_inputs = merge_inputs h acc in + let new_output = large_language_model merged_inputs in + if is_good new_output then generate_prompt t { merged_inputs with prev_results = new_output } + else if num_attempts < 3 then generate_prompt (h :: t) acc + else failwith "Max attempts reached" + +let start_generating grammar initial_example = + let initial_input = { grammar; prev_results = initial_example; new_example = "" } in + generate_prompt [initial_input] initial_input +``` +This code defines three types: `input`, which represents the input to the function, including the grammar, previous results, and new example; `merge_inputs`, which takes two inputs and merges them into a single input with an updated grammar string; and `generate_prompt`, which recursively generates prompts using a large language model based on the given inputs. + +The `start_generating` function initializes the process by creating an initial input with the provided grammar and initial example, then starts the `generate_prompt` loop to generate new prompts. The loop continues until it reaches the maximum number of attempts or a good output is generated. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_481.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_481.txt new file mode 100644 index 0000000..56a3195 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_481.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on your description: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let fold_left op acc inputs = + List.fold_left (fun (acc, i) input -> + let (result, is_good) = op acc input in + if is_good then (result, i + 1) else (acc, i) + ) (acc, 0) inputs + +let merge_prompts grammar prev_results new_examples max_attempts = + let input_list = List.map (fun ex -> {grammar; prev_results; new_example=ex}) new_examples in + let rec merge_attempts acc i = + if i > max_attempts then failwith "Max attempts reached" + else + let output = fold_left merge_function ({result=""; is_good=false}) input_list in + if output.is_good then output.result + else merge_attempts acc (i + 1) + and merge_function acc input = + (* Implement your merging logic here, using the input and prev_results to generate a new result *) + let result = "Merged result of " ^ grammar ^ " and " ^ input.new_example in + (result, true) + in + merge_attempts "" 1 +``` +The `fold_left` function is a higher-order function that applies a binary operator to each element of a list, from left to right, recursively. The `merge_prompts` function takes in the grammar, previous results, new examples, and maximum number of attempts as input, and returns the merged result after making up to `max_attempts` attempts. + +The `merge_function` is where you can implement your custom merging logic, using the input and previous results to generate a new result. The `merge_attempts` function calls `merge_function` recursively with an increasing number of attempts until a good output is generated or the maximum number of attempts is reached. + +Note that this is just one possible implementation of the prompt merging system, and you can modify it to suit your specific needs. The key idea is to use a higher-order function like `fold_left` to apply a custom merging function to each input in a list, recursively, until a satisfactory output is generated. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_482.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_482.txt new file mode 100644 index 0000000..19cd087 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_482.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation recursively to each element of a list, accumulating the results along the way. We can extend this function to merge different prompt workflows by incorporating additional inputs and conditional testing. + +First, let's define data types for our input components: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type feedback = result -> error + +type 'a t = { + grammar : 'a; + prev_results : 'a list; + initial_example : 'a; + new_example : 'a; + test : 'a -> bool; + feedback_fn : 'a -> error; + merge : 'a t list -> 'a; +} +``` + +Now, we can define a more sophisticated `fold_left` function that incorporates the inputs and conditional testing: + +```ocaml +let rec fold_merge op acc = function + | [] -> acc + | h :: t -> + let merged = op acc h in + if h.test merged then + fold_merge op merged t + else + fold_merge op (h.feedback_fn merged) t + +let rec merge_workflows workflows input = + match workflows with + | [] -> input + | h :: t -> + let folded = fold_merge h.merge h input in + merge_workflows t folded +``` + +Finally, we can create a function to initialize our meta-magical folder: + +```ocaml +let init_meta_folder grammar initial_example test feedback_fn merge_fun = + { + grammar; + prev_results = [initial_example]; + initial_example; + new_example = ""; + test; + feedback_fn; + merge = merge_workflows; + } +``` + +With this setup, you can initialize a meta-magical folder with the desired configuration and then use `merge_workflows` to combine different prompt workflows. The system is flexible and customizable, allowing you to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_483.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_483.txt new file mode 100644 index 0000000..25fe504 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_483.txt @@ -0,0 +1,99 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +(* A simple data structure for matrices *) +type matrix = { + mutable grammar : string; + mutable prev_results : string; + mutable new_example : string; + mutable result : string; +} + +(* The fold function, similar to the one provided in the prompt *) +let rec fold_matrix op acc matrix = + match op matrix.result matrix.new_example with + | Ok merged -> + (* If merging is successful, update the matrix with new result and prev results *) + matrix.prev_results <- matrix.result; + matrix.result <- merged; + Some matrix + | Error e -> + (* If merging fails, try up to 3 times to generate a new example *) + let rec try_example i = + if i > 3 then None + else ( + matrix.new_example <- LanguageModel.generate_example matrix.grammar; + try_example (i + 1) + ) + in + match try_example 1 with + | Some _ -> fold_matrix op acc matrix (* If successful, try merging again *) + | None -> None (* If all attempts fail, give up *) + +(* The meta magical folder function that takes a list of matrices and a final operation to perform on the merged results *) +let rec merge_matrices op matrices = + match matrices with + | [] -> None (* If no matrices, return None *) + | h :: t -> ( + (* Fold over all matrices, merging them two at a time using the fold_matrix function *) + let merged_matrices = List.fold_left (fun acc matrix -> fold_matrix op acc matrix) h t in + match merged_matrices with + | None -> None (* If any of the merges fail, return None *) + | Some merged_matrix -> + (* If all merges succeed, perform the final operation on the merged results and return it *) + Some (op merged_matrix.result merged_matrix.prev_results) + ) +``` +In this code, we define a `matrix` data structure that holds the necessary information for each matrix: its grammar, previous result, new example, and current result. We also define a `fold_matrix` function that takes an operation, accumulator, and matrix as input, and recursively merges the matrix's result with the new example using the operation until either merging succeeds or all attempts fail. + +We then define a `merge_matrices` function that takes a list of matrices and a final operation as input, and recursively folds over the matrices using the `fold_matrix` function to merge them two at a time. If any of the merges fail, the function returns `None`. Otherwise, it performs the final operation on the merged results and returns it. + +This code can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game, as follows: + +* Each matrix represents a different aspect of the game world (e.g., monsters, treasures, challenges). +* The grammar for each matrix defines the possible values that can be generated for that aspect of the world. +* The previous results and new examples represent the current state of the game world and potential changes to it. +* The `fold_matrix` function is used to merge a matrix's result with a new example, generating a new state of the game world. +* The `merge_matrices` function is used to combine multiple aspects of the game world into a single, cohesive whole. +* The final operation can be used to generate creative and imaginative descriptions of the merged game world. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_484.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_484.txt new file mode 100644 index 0000000..60be378 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_484.txt @@ -0,0 +1,91 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. The updated OCaml code is as follows: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string option; + new_example : string; +} + +let merge_prompts (pw1 : prompt_workflow) (pw2 : prompt_workflow) : prompt_workflow = + let base_grammar = pw1.grammar in + let prev_results = + match pw1.prev_results, pw2.prev_results with + | Some pr1, Some pr2 -> Some (pr1 ^ "\n" ^ pr2) + | Some pr, None | None, Some pr -> Some pr + | None, None -> None + in + let new_example = + if String.length pw2.new_example > String.length pw1.new_example then + pw2.new_example + else + pw1.new_example + in + { grammar = base_grammar; prev_results; new_example } + +let rec merge_workflows acc pws = + match pws with + | [] -> acc + | h :: t -> + let merged_pf = merge_prompts acc h in + merge_workflows merged_pf t + +(* Usage example: *) +let pw1 = { grammar = "Grammar A"; prev_results = Some "Previous Result A"; new_example = "Example A" } +let pw2 = { grammar = "Grammar B"; prev_results = None; new_example = "Example B" } +let pw3 = { grammar = "Grammar C"; prev_results = Some "Previous Result C"; new_example = "Example C" } + +let main () = + let initial_workflow = merge_prompts pw1 pw2 in + let final_workflow = merge_workflows initial_workflow [pw3] in + (* Do something with the final_workflow like generating a creative and imaginative description of code *) + () + +let _ = main () +``` + +In this example, we have created two new types: `prompt_workflow` and `merge_prompts`. The `merge_prompts` function merges the data from two prompt workflows into a single one while keeping the original grammar. The `merge_workflows` function recursively merges an accumulator with all the elements in a list of prompt workflows. + +The example at the end shows how to use these functions by defining three sample prompt workflows and then merging them using `main`. This can be used as a starting point for generating creative and imaginative descriptions of code based on multiple prompt workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_485.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_485.txt new file mode 100644 index 0000000..cf2b2ab --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_485.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string +type output = string + +let rec merge_inputs inputs acc = + match inputs with + | [] -> acc + | Grammar A :: t -> merge_inputs t (A :: acc) + | PreviousResults D :: t -> merge_inputs t (D :: acc) + | NewExample C :: t -> merge_inputs t (C :: acc) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if new_acc <> acc then + fold_left op new_acc t + else + new_acc + +let merge_matrix grammar prev_results new_example = + let all_inputs = List.flatten [ [Grammar grammar]; [PreviousResults prev_results]; [NewExample new_example] ] in + fold_left (fun acc input -> merge_inputs acc input) [] all_inputs +``` +In this code, the `input` type is defined to represent the different types of inputs that can be passed to the merging function. The `output` type is defined as a string since it represents the merged output. + +The `merge_inputs` function takes a list of inputs and an accumulator and recursively merges the inputs into the accumulator. It uses pattern matching to distinguish between the different types of inputs (grammar, previous results, or new example) and merge them accordingly. + +The `fold_left` function is used to repeatedly apply the `merge_inputs` function until the output no longer changes. The initial accumulator is an empty list, which will be populated with the merged inputs as the function is applied. + +Finally, the `merge_matrix` function takes the grammar, previous results, and new example as arguments and calls the `fold_left` function to merge them together. The resulting merged output can then be used as input for a large language model to generate creative and imaginative descriptions of code in the high tech code based hacking game. + +Note that this is just one possible implementation of the meta magical folder, and there are many other ways to design such a system depending on the specific requirements of the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_486.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_486.txt new file mode 100644 index 0000000..3e41329 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_486.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = { mutable h : 'a; mutable t : 'a stream } + +let rec fold_left op acc s = + match s with + | { h = hd; t = tl } -> + let acc = op acc hd in + if tl <> null then fold_left op acc tl else acc + | exception Stream.Failure -> acc + +let merge_streams grammar initial_example new_example = + let rec merge_aux prev_results = + let new_output = generate_description grammar new_example in + if is_valid_output new_output then ( + new_example := new_output; + prev_results := merge new_output !prev_results; + merge_aux prev_results + ) else if attempts_left > 0 then ( + decr attempts_left; + merge_aux prev_results + ) else failwith "Unable to generate valid output" + in + let initial_stream = { h = initial_example; t = { h = initial_example; t = null } } in + fold_left merge_aux initial_stream + +let attempts_left = ref 3 +``` +This code defines a `fold_left` function that takes an operator, an accumulator, and a stream of elements, and applies the operator to the accumulator and each element of the stream in turn. The `merge_streams` function uses this `fold_left` function to merge the streams of descriptions generated by the language model using the provided grammar, initial example, and new example. + +The `merge_streams` function takes as input the grammar rules (`grammar`), the initial example description (`initial_example`), and the new example description (`new_example`). It creates a stream of two elements: the initial example description and a reference to itself, forming a cycle. + +The `merge_aux` function takes as input a reference to the previous results and uses it to generate a new output using the provided grammar and new example. If the generated output is valid (i.e., passes some validation checks), then it updates the new example with the new output, merges the new output into the previous results, and recursively calls `merge_aux` again. Otherwise, if there are still attempts left, then it decrements the number of attempts and recursively calls `merge_aux` again. If there are no more attempts left, then it raises an exception. + +The `attempts_left` variable keeps track of the maximum number of attempts allowed to generate a valid output. By default, it is set to 3, but it can be adjusted as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_487.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_487.txt new file mode 100644 index 0000000..27f3d1f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_487.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code. Here's an example of how to extend the function to suit our needs: + +1. Define data types for input and output components. +2. Implement helper functions to process the inputs and outputs. +3. Extend the `fold_left` function to handle the new data types and operations. + +Here's an example implementation: + +```ocaml +type prompt = string +type result = string +type example = string + +let rec merge_examples examples acc = + match examples with + | [] -> acc + | h :: t -> merge_examples t (h ^ acc) + +let test_result result = + (* Add your custom testing logic here *) + true + +let rec fold_left_with_test op acc = function + | [] -> acc + | h :: t -> + let new_d = op acc h in + if test_result new_d then + fold_left_with_test op new_d t + else if List.length t > 0 then + fold_left_with_test op new_d (List.tl t) + else + new_d + +let generate_prompt grammar examples = + let initial_example = List.hd examples in + let rec merge_prompts acc = function + | [] -> acc + | h :: t -> merge_prompts (h ^ "\n" ^ acc) t + in + fold_left_with_test (fun acc example -> merge_examples [example; initial_example] acc) + ("Initial Example:\n" ^ initial_example) + examples + |> merge_prompts + |> fun prompts -> grammar ^ "\n\n" ^ prompts +``` + +The above code defines three data types: `prompt`, `result`, and `example`. The function `merge_examples` merges a list of examples into a single string. The `test_result` function is a placeholder for custom testing logic, which should return `true` if the result is good or `false` otherwise. + +The `fold_left_with_test` function extends the original `fold_left` to include error handling and a test function. This new function takes an operation that tests and merges results as needed. The helper function `generate_prompt` creates a prompt for the large language model based on a given grammar and examples. + +This implementation can be adapted to various use cases by modifying the data types, helper functions, and testing logic. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_488.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_488.txt new file mode 100644 index 0000000..5c705ec --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_488.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let folder op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merge_grammars acc input = + { acc with grammar = acc.grammar ^ "\n" ^ input.grammar } + in + let merge_prev_results acc input = + { acc with prev_results = acc.prev_results ^ "\n" ^ input.prev_results } + in + let merge_new_examples acc input = + { acc with new_example = acc.new_example ^ "\n" ^ input.new_example } + in + let merged_inputs = List.fold_left merge_inputs { + grammar = ""; + prev_results = ""; + new_example = ""; + } inputs + in + { + result = merged_inputs.grammar ^ "\n" ^ merged_inputs.prev_results ^ "\n" ^ merged_inputs.new_example; + is_good = true; + } +``` +The code defines an `input` type that represents the inputs to the folder, including the grammar, previous results, and new example. It also defines an `output` type that includes a boolean flag indicating whether the result is good or not. + +The `merge_inputs` function takes a list of inputs and merges them into a single input using a left fold operation (`folder`). The `folder` function applies an operator (`op`) to each element in the list, accumulating the results in an accumulator value (`acc`). In this case, we define three operators for merging grammars, previous results, and new examples. + +The `merge_grammars`, `merge_prev_results`, and `merge_new_examples` functions take an accumulator value and an input value, and return a new accumulator value with the corresponding field updated. The `merged_inputs` variable uses `List.fold_left` to apply these operators to each input in the list, producing a single merged input value. + +Finally, the `merge_inputs` function returns an output value with the merged input string and a boolean flag indicating that the result is good (assuming all inputs are valid). This can be used to test the merged input and repeat the loop if necessary, as described in the prompt. + +Note: The code assumes that the input list only contains valid input values, and does not handle errors or invalid inputs. Additional checks and error handling may be needed for a production-ready implementation. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_489.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_489.txt new file mode 100644 index 0000000..4784587 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_489.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an OCaml implementation that meets your description: + +1. Define types to represent the input elements and output results. +2. Implement helper functions for creating new examples, testing outputs, and providing error feedback. +3. Extend `fold_left` function into a new function called `merge_prompt_workflows`. +4. Use this function as part of a looping system for generating creative and imaginative descriptions of code. + +Here's the complete OCaml code: + +```ocaml +type input = { grammar : string; prev_results : string option; new_example : string } +type output = { result : string; is_valid : bool } + +let create_new_example ~grammar ~prev_results = + match prev_results with + | Some prev -> Printf.sprintf "%s %s" grammar prev + | None -> grammar + +let test_output output = + (* Implement your specific test logic here for testing the results *) + let open Output in + { result; is_valid = String.length result > 10 } + +let feedback_on_error _ = + (* Error handling and correction logic can be added here if needed *) + Printf.printf "Feedback: Attempting to correct the output...\n" + +let rec merge_prompt_workflows acc input = + let open Input in + let { grammar; prev_results; new_example } = input in + match (prev_results, acc.is_valid) with + | Some _, true -> merge_prompt_workflows acc { acc with result = acc.result ^ "\n" ^ new_example } + | _ -> + let new_output = test_output @@ Output.create_new_example ~grammar ~prev_results:acc.result in + if new_output.is_valid || feedback_on_error () then acc else merge_prompt_workflows { result = new_output.result; is_valid = false } input + +let rec generate_descriptions ~max_attempts grammar examples = + let open Input in + if max_attempts <= 0 then examples + else + let input = { grammar; prev_results = Some (List.hd examples); new_example = List.nth_exn examples 1 } in + let output = merge_prompt_workflows { result = ""; is_valid = true } input in + if output.is_valid then generate_descriptions ~max_attempts:(max_attempts - 1) grammar (output.result :: examples) + else generate_descriptions ~max_attempts grammar examples + +(* Start here with your chosen grammar and initial list of examples *) +let final_descriptions = + let initial_examples = ["example-0"; "example-1"] in + generate_descriptions ~max_attempts:3 "*grammar*" initial_examples +``` + +This code provides a starting point for crafting the meta magical folder that merges streams of the matrix. You can customize the `create_new_example`, `test_output`, and `feedback_on_error` functions according to your specific requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_49.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_49.txt new file mode 100644 index 0000000..afce4f7 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_49.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation recursively to each element of a list, accumulating the results in an accumulator parameter. + +We can extend this concept to merge large language model prompt workflows by defining a new function called `merge_workflows`, which takes as input: + +* A list of prompt-workflow pairs +* An initial result +* A function to test the quality of the output +* A function to generate a new output based on the previous result and the current workflow + +Here's an OCaml implementation of this function: +```ocaml +let merge_workflows workflows initial_result test_fn generate_fn = + let rec aux workflows acc = function + | [] -> if test_fn acc then Some acc else None + | (prompt, workflow) :: tl -> + let new_acc = generate_fn prompt acc in + aux tl new_acc tl + in + match aux workflows initial_result workflows with + | Some result -> result + | None -> + (* If no result is found after trying all workflows, return an error message *) + "No valid output found after merging all workflows." +``` +Now, let's use this function to merge the language model prompt workflows and generate imaginative descriptions of code in a high-tech code-based hacking game: +```ocaml +(* Define a list of prompt-workflow pairs *) +let code_descriptions = [ + ("monster", fun acc -> "A fearsome monster with glowing red eyes and razor-sharp teeth."); + ("treasure", fun acc -> "An ancient artifact rumored to hold immense power."); + ("challenge", fun acc -> "A complex puzzle that requires advanced coding skills."); +] + +(* Define the initial result *) +let initial_result = "" + +(* Define a function to test the quality of the output *) +let test_fn description = + (* The test function could use regular expressions or other techniques + to ensure that the description meets certain criteria. For simplicity, + we'll assume it checks whether the description is non-empty. *) + not (String.isEmpty description) + +(* Define a function to generate a new output based on the previous result + and the current workflow *) +let generate_fn prompt acc = + let new_desc = acc ^ " " ^ (List.assoc prompt code_descriptions acc) in + new_desc + +(* Merge all the prompt-workflows and generate an imaginative description of code *) +let final_description = merge_workflows code_descriptions initial_result test_fn generate_fn +``` +In this example, `final_description` will contain a string that merges the imaginative descriptions of monsters, treasures, and challenges. This can be used as input for generating tensor representations or as part of the game's storytelling mechanism. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_490.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_490.txt new file mode 100644 index 0000000..2f3a17b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_490.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how this function can be used to merge different types of data streams in a game like the one described: + +```ocaml +(* A simple data type for representing a prompt *) +type prompt = { + grammar : string; + prev_results : string option; + new_example : string; +} + +(* The function used to merge two prompts together *) +let merge_prompts op acc prompt = + let { grammar; prev_results; new_example } = prompt in + match prev_results with + | None -> { acc with grammar; new_example } + | Some prev -> { acc with grammar; new_example; prev_results=Some (op prev new_example) } + +(* The function used to test a merged prompt and return an optional error message *) +let test_prompt merged_prompt = + let open MergedPrompt in + match prev_results with + | None -> Some "Error: No previous results provided" + | Some prev -> + if is_valid_prompt merged_prompt then None + else Some ("Error: Prompt failed validation with message: " ^ get_validation_error merged_prompt) + +(* The function used to merge a list of prompts together using the functions defined above *) +let rec fold_left_prompts op acc = function + | [] -> acc + | h :: t -> fold_left_prompts op (op acc h) t + +(* Example usage: Merge a list of prompts together to generate a final prompt for the language model *) +let merged_prompt = + let example_prompt = { + grammar = "A"; + prev_results = None; + new_example = "B"; + } in + fold_left_prompts merge_prompts example_prompt [ + { + grammar = "A'"; + prev_results = Some "D"; + new_example = "C"; + }; + { + grammar = "A''"; + prev_results = Some "E"; + new_example = "F"; + } + ] + +(* Test the merged prompt to see if it is valid. If not, repeat the merging process up to 3 times. *) +match test_prompt merged_prompt with +| None -> () +| Some err -> + let open Option in + let rec merge_and_test n = + match n with + | 0 -> failwith ("Error: Failed to generate a valid prompt after " ^ string_of_int n ^ " attempts. Error message: " ^ err) + | _ -> + let merged_prompt' = fold_left_prompts merge_prompts example_prompt [merged_prompt] in + match test_prompt merged_prompt' with + | None -> () + | Some err' -> merge_and_test (pred n) + in + merge_and_test 3 +``` + +In this example, we define a data type for representing prompts and functions for merging and testing them. We then use these functions to merge together a list of prompts in a `fold_left`-like operation, using the `fold_left_prompts` function. Finally, we test the merged prompt and repeat the merging process up to 3 times if necessary to generate a valid prompt for the language model. This approach can be customized and extended as needed for different use cases. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_491.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_491.txt new file mode 100644 index 0000000..3211771 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_491.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. Our goal is to create a meta-magical folder that merges streams of the matrix together into one. + +Here's an OCaml implementation for the described system: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + test_result : bool; +} + +let is_test_successful (output : output) : bool = + output.test_result + +let merge_matrices (inputs : input list) : string = + let base_folder acc input = + let open Input in + let open Output in + let new_result = + match acc with + | Some acc_result -> + let combined_grammar = acc.grammar ^ " " ^ grammar in + generate_description combined_grammar acc_result input.new_example + | None -> + generate_description grammar "" input.new_example + in + { Output.result = new_result; test_result = true } + in + let rec merge_folder acc = function + | [] -> ( + match acc with + | Some _ -> acc + | None -> failwith "No valid result found.") + | h :: t -> + let output = base_folder acc h in + if is_test_successful output then output else merge_folder (Some output) t + in + let initial_example = { Input.grammar = ""; prev_results = ""; new_example = "" } in + let input_list = inputs @ [initial_example] in + merge_folder None input_list +``` + +This implementation defines a `merge_matrices` function that takes a list of `input` values, where each value consists of `grammar`, `prev_results`, and `new_example`. It folds the inputs using a helper function `base_folder` which takes an accumulator (previous output) and the current input. The resulting string is generated by calling the `generate_description` function with updated parameters considering the previous output and new example. + +The helper function `is_test_successful` checks if the test result of the given output is true or false. If it's successful, the system repeats the loop; otherwise, it feeds errors back to create a new output up to 3 times (not included in this implementation). + +This code creates a flexible and customizable system for generating prompts and functional workflows for a language model while considering constraints from the high-tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_492.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_492.txt new file mode 100644 index 0000000..955e514 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_492.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + let folded_input = List.fold_left (fun acc input -> + {acc with prev_results = fold_left (fun acc h -> op acc h) input.prev_results [input.grammar; input.new_example]} + ) (List.hd inputs) (List.tl inputs) in + {folded_input with new_example = ""} + +let rec merge_and_test outputs = + match outputs with + | [] -> None + | h :: t -> + if h.is_good then + Some (merge_and_test t) + else if List.length t < 3 then + let new_outputs = List.map (fun output -> {output with new_example = h.result}) t in + merge_and_test new_outputs + else + None + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | input :: rest -> + let merged_input = merge_inputs [input; acc] in + let result = process_input merged_input in + let new_acc = {acc with prev_results = result.result; is_good = result.is_good} in + fold_left op new_acc rest +``` +The `merge_inputs` function takes a list of inputs and merges them into one by applying the `fold_left` function to each pair of consecutive inputs. The resulting input has the same grammar and previous results as the first input, and its new example is the result of the folding process applied to all the inputs. + +The `merge_and_test` function takes a list of outputs and checks if the first one is good. If it is, the function recursively calls itself with the tail of the list. If the first output is not good and there are fewer than three elements left in the list, the function creates new outputs by copying the `new_example` field from the first output to all the others, and then recursively calls itself with the modified list. If the first output is not good and there are three or more elements left in the list, the function returns `None`, indicating that merging has failed. + +The `fold_left` function implements the main loop of the merge process. It takes an accumulator (initialized to the first input), a binary operation `op` that is used to fold two inputs into one, and a list of inputs. The function applies the `merge_inputs` and `process_input` functions to each pair of consecutive elements in the list, using the accumulator as the previous result for the second element of the pair. The resulting input becomes the new accumulator, which is used for merging the next pair of inputs. The loop continues until all the inputs have been processed. + +The `process_input` function takes an input and applies a language model prompt workflow to generate a new example, which is then tested using a proof engine or other means. The resulting output has two fields: the generated example, and a boolean flag indicating whether the example is good or not. The function returns this output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_493.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_493.txt new file mode 100644 index 0000000..2613577 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_493.txt @@ -0,0 +1,106 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code sample. This function applies a given operation to an accumulator and each element in a list, from left to right, resulting in a single output value. + +First, let's define some data structures for our use case: + +1. A discriminated union for different types of inputs (e.g., grammar, previous result, new example). +2. An input record containing the required information for generating a prompt. +3. Function types for preprocessing and generating prompts based on the input record. + +Here's an OCaml code snippet that implements this approach: + +```ocaml +type input_type = + | Grammar + | Previous of string + | NewExample of string + +let input_to_string = function + | Grammar -> "grammar" + | Previous s -> "previous result: " ^ s + | NewExample s -> "new example: " ^ s + +type input = { + ty : input_type; + data : string; +} + +let rec fold_input_stream op acc inputs = + match inputs with + | [] -> acc + | h :: t -> ( + let acc' = op acc h in + fold_input_stream op acc' t ) + +type prompt_generator = input -> string + +type preprocessor = input -> input list + +(* Preprocess function takes an input and returns a list of inputs *) +let preprocess : preprocessor = + fun input -> + match input.ty with + | Grammar -> [input] + | Previous _ | NewExample _ -> + let split_on_comma s = Str.split (Str.regexp ",") s in + let data_list = List.map String.trim (split_on_comma input.data) in + List.map (fun x -> {ty = NewExample x; data = x}) data_list + +(* Prompt generation function that takes an input and generates a prompt string *) +let generate_prompt : prompt_generator = + fun input -> + match input.ty with + | Grammar -> "Generate code snippet using the following grammar: " ^ input.data + | Previous _ -> "Continue generating code based on the previous result: " ^ input.data + | NewExample _ -> "Create a new code snippet similar to this example: " ^ input.data + +let rec generate_prompts inputs = + let processed_inputs = preprocess {ty = Grammar; data = "Haskell grammar"} in + fold_input_stream (fun acc input -> generate_prompt input :: acc) processed_inputs [] + +(* Print the generated prompts *) +let () = List.iter print_endline (generate_prompts []) +``` + +This code introduces a `fold_input_stream` function that folds over an input stream by applying a given operation to accumulate the prompts based on the input records. The preprocessor and prompt generation functions convert the input records into appropriate strings for generating prompts. This example demonstrates generating prompts using Haskell's grammar, but it can be easily extended to incorporate other elements of the high-tech code-based hacking game described in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_494.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_494.txt new file mode 100644 index 0000000..27d90fa --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_494.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can expand the `fold_left` function to include the required inputs and logic for our game. Here's an OCaml code snippet that incorporates the given requirements: + +```ocaml +type weapon = { name : string; power : int } +type spell = { name : string; effect : string } +type artifact = { name : string; description : string } +type monster = { name : string; health : int; reward : int } +type treasure = { name : string; value : int } +type challenge = { name : string; difficulty : int } + +let empty_vector = [|0.0; 0.0; 0.0; 0.0|] (* Example tensor *) + +let rec merge_workflows grammar acc examples max_errors = + let (new_examples, new_acc) = + List.fold_left + (fun (examples, acc) example -> + let result = generate_description grammar acc example in + if validate_output result then (result :: examples, acc) + else (examples, acc)) + (examples, acc) + new_examples + in + if List.length new_examples > 0 then merge_workflows grammar new_acc new_examples max_errors + else acc + +and generate_description grammar acc example = + (* Generate a creative and imaginative description of code based on the input parameters *) + ... + +and validate_output result = + (* Validate the generated output based on game rules *) + ... +``` + +In this implementation, we have added types for different objects in our game like weapons, spells, artifacts, monsters, treasures, and challenges. We also created a `merge_workflows` function which recursively calls the `generate_description` function with new examples and accumulated results until valid outputs are obtained or the maximum number of errors is reached. The `generate_description` function should generate creative and imaginative descriptions based on the given grammar, accumulator (previous result), and example. The `validate_output` function checks whether the generated output adheres to the game rules. + +The provided `fold_left` function has been used in the `merge_workflows` function with a modified name `List.fold_left`. This function iterates through a list of examples while accumulating results based on the given operation and initial accumulator value. In this case, it recursively generates new descriptions until valid outputs are found or the maximum number of errors is reached. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_495.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_495.txt new file mode 100644 index 0000000..d2e2953 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_495.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. The purpose of this function is to iteratively apply a given operation `op` to an accumulator value `acc` and each element of a list, from left to right, until all elements have been processed. + +We can use this concept to create a recursive function that generates prompts based on the previous results, new examples, grammar rules, and other relevant inputs. Here's an example OCaml code that demonstrates how to implement such a system: +```ocaml +type prompt_data = { + grammar : string; + prev_results : string list; + initial_example : string; + new_example : string; +} + +let generate_prompt { grammar ; prev_results ; initial_example ; new_example } = + let rec build_prompt acc = function + | [] -> acc + | h :: t -> + let op acc example = Printf.sprintf "%s\n%s\n" acc (String.concat "\n" [grammar; example]) in + build_prompt (op acc new_example) (prev_results @ [initial_example ^ "\n" ^ example]) + in + build_prompt "" [new_example] + +let rec generate_descriptions grammar prev_results initial_example = + let prompt = generate_prompt { grammar ; prev_results ; initial_example ; new_example = "" } in + (* Call the language model API with the generated prompt to get a new description *) + let new_description = call_language_model prompt in + let new_prev_results = new_description :: prev_results in + if is_good_description new_description then + generate_descriptions grammar new_prev_results (List.hd new_prev_results) + else if List.length new_prev_results < 3 then + generate_descriptions grammar new_prev_results (List.hd new_prev_results) + else + failwith "Failed to generate a good description after 3 attempts" +``` +The `generate_prompt` function takes in the relevant inputs and constructs a prompt that can be used with a language model API. The `generate_descriptions` function uses recursion to call the language model API with the generated prompts, updating the previous results until it generates a good description or reaches the maximum number of attempts. + +We can then use the `generate_descriptions` function in our game loop to generate creative and imaginative descriptions of code based on the player's actions, the current state of the game, and other relevant inputs. The resulting descriptions can be used as part of the game's narrative or for generating new challenges and objectives for the player. + +To incorporate the tensor visualization aspect of the game, we could extend the `generate_prompt` function to include a tensor representation of the current state of the game, which could then be decoded into a code representation using the player's chosen programming language. We could then use this code representation to generate new descriptions or to create new objects and NPCs in the game world. + +Overall, by building upon the `fold_left` function and incorporating tensor visualization and other relevant features, we can create a flexible and customizable system for generating prompts and functional workflows that can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_496.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_496.txt new file mode 100644 index 0000000..877d385 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_496.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to each element of a list, accumulating the results along the way. + +Here is an OCaml module that defines functions for merging and testing different workflows: + +```ocaml +module MatrixFolding = struct + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + type 'a workflow = { + grammar : string; + prev_results : string list; + new_example : string; + max_errors : int; + } + + let merge_workflows wf1 wf2 = + let op acc wf = + { + grammar = String.concat "" [wf.grammar; acc.grammar]; + prev_results = List.rev_append wf.prev_results acc.prev_results; + new_example = wf.new_example; + max_errors = wf.max_errors; + } + in + fold_left op wf1 wf2.new_example + + let test_and_create_output workflow example = + (* Implement the actual testing and output creation logic here *) + if (/* check example against workflow */) then + {workflow with prev_results = example :: workflow.prev_results} + else if (workflow.max_errors > 0) then + let new_workflow = {workflow with max_errors = workflow.max_errors - 1} in + test_and_create_output new_workflow example + else + failwith "Max errors reached, unable to create output" +end +``` + +This module includes the original `fold_left` function and extends it by defining a workflow type that contains relevant information for each workflow. The `merge_workflows` function is used to combine two workflows into one by recursively applying the provided operation on their respective elements, starting from the last element of the first workflow. + +The `test_and_create_output` function simulates testing an example against a given workflow and creating new output based on the test result. This can be implemented with the actual logic for testing examples and generating outputs based on your specific game requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_497.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_497.txt new file mode 100644 index 0000000..287a789 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_497.txt @@ -0,0 +1,102 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + previous_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_prompts (input : input) : output = + let open Option in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let acc' = op acc h in + match acc' with + | Some acc'' -> fold_left op acc'' t + | None -> None + in + let grammar = input.grammar in + let previous_results = input.previous_results in + let new_example = input.new_example in + let rec create_output grammar prev_res example i max_attempts = + if i > max_attempts then None + else + let result = LanguageModel.generate_description ~grammar ~previous:prev_res ~current:example in + let success = LanguageModel.test_description result in + if success then Some { result; success } + else create_output grammar result example (i + 1) max_attempts + in + match create_output grammar previous_results new_example 1 3 with + | Some output -> + let merged = fold_left (fun acc x -> merge_descriptions acc x) output previous_results in + { result = merged; success = true } + | None -> { result = ""; success = false } +and merge_descriptions acc d = + let open Option in + let rec aux acc d = function + | [] -> acc + | h :: t -> ( + match (acc, d) with + | Some a, Some d' -> + let merged = Description.merge ~original:a ~proposed:d' in + aux (Some merged) None t + | _ -> aux acc (Some d) t + ) + in + aux acc (Some d) [] +``` +The `input` type represents the input to the merge function, which includes the grammar, previous results, and a new example. The `output` type represents the result of merging the prompts, along with a boolean indicating whether the merge was successful or not. + +The `merge_prompts` function takes an input as its argument and returns an output. It uses the `create_output` helper function to generate a new description based on the grammar, previous results, and new example. The `create_output` function attempts to create a valid description up to three times before giving up. + +If successful, the `create_output` function merges the new description with the previous results using the `merge_descriptions` helper function. This function recursively applies the merge operation to each pair of descriptions in the input and output lists, accumulating the merged descriptions in a new list. The resulting list is then returned as the final merged description. + +Note that this code uses hypothetical `LanguageModel` and `Description` modules for generating and manipulating descriptions. These modules would need to be implemented separately based on the specific language model and data structures used in your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_498.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_498.txt new file mode 100644 index 0000000..110c6c6 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_498.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code sample. This function applies a given operation recursively to each element of a list, accumulating the results along the way. + +We will extend this function to include additional inputs required to generate prompts and functional workflows for our language model. Here's an OCaml implementation of the `meta_magical_folder` function: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let meta_magical_folder op acc inputs = + let open Inputs in + let open Outputs in + let rec merge_and_test i acc = + let new_acc = op acc i.input in + let new_output = { result = new_acc; tested = false } in + if List.length inputs > i.index + 1 then + merge_and_test (i + 1) new_output + else + new_output + in + let rec test_and_replace acc = function + | { result = r; tested = true } when not acc.tested -> + if r <> "" then + { result = r; tested = false } + else + test_and_replace acc (List.nth inputs (acc.index + 1)) + | _ as o -> o + in + let initial_output = meta_magical_op acc inputs.Input in + let merged_output = merge_and_test 0 { result = initial_output; tested = true } in + { + result = (test_and_replace merged_output (List.nth inputs (List.length inputs - 1))).result; + tested = merged_output.tested; + } + +type outputs = { + result : string; + tested : bool; +} +``` + +Now, let's define the `meta_magical_op` function to generate prompts and functional workflows for our large language model: + +```ocaml +let meta_magical_op acc inputs = + let open Inputs in + let open Outputs in + { + result = + "grammar: " ^ inputs.grammar ^ "\n" + ^ "previous results: " ^ inputs.prev_results ^ "\n" + ^ "new example: " ^ inputs.new_example ^ "\n" + ^ "This is a customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game.", + tested = false; + } +``` + +With these functions defined, you can now use the `meta_magical_folder` function to merge streams of the matrix together into one. You can customize this system further by modifying the `meta_magical_op` and providing additional operations as needed for your high-tech code-based hacking game. + +Please note that the provided OCaml code assumes some additional data types (`Inputs`, `Outputs`) defined to handle input and output data. You'll need to implement these types in order to use this solution. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_499.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_499.txt new file mode 100644 index 0000000..4328dff --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_499.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code that merges large language model prompt workflows: + +```ocaml +open List + +(* Utility functions *) +let identity x = x +let ( ++ ) lst1 lst2 = concat (list_concat (zip lst1 lst2)) + +(* Merge function for two prompts *) +let rec merge_prompts acc prompt1 prompt2 = + match (prompt1, prompt2) with + | [], [] -> List.rev acc (* Both empty lists: done merging *) + | h1::t1, h2::t2 -> + let merged_h = h1 ++ h2 in (* Merge heads of both lists *) + merge_prompts (merged_h :: acc) t1 t2 + | _ -> failwith "Mismatched prompt lengths" + +(* Fold function for merging a list of prompts using the merge_prompts function *) +let rec fold_merge_prompts op acc = function + | [] -> List.rev acc (* Empty list: done merging *) + | h :: t -> fold_merge_prompts op (op acc h) t + +(* Main function for merging large language model prompt workflows *) +let merge_workflows grammar previous_results new_example = + let merged_examples = fold_merge_prompts merge_prompts [new_example] previous_results in + let final_result = fold_left (fun acc example -> generate_description grammar acc example) identity merged_examples in + final_result + +(* Example usage of the main function with OCaml's built-in List and String modules *) +let rec generate_description grammar acc example = + let weapon, spell, artifact = extract_properties grammar example in + let description = create_description weapon spell artifact in + (description :: acc) + +(* Example data for testing the function *) +let example_grammar = ... +let example_previous_results = [example1; example2] +let example_new_example = example3 +``` + +Replace `...` with appropriate functions and definitions based on your requirements. This code defines a `merge_workflows` function that takes the grammar, previous results, and new example as arguments, then merges them together by calling `generate_description`. Make sure to implement or replace the following helper functions: + +* `extract_properties`: Extract properties like weapons, spells, artifacts from a given grammar and example. +* `create_description`: Create a description using weapons, spells, and artifacts. +* Replace `identity`, `( ++ )`, `fold_merge_prompts`, and other helper functions based on your needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_5.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_5.txt new file mode 100644 index 0000000..adbc67b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_5.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, adapted from the given `fold_left` function: + +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type grammar = string (* replace with the actual type of grammars *) + +(* function that tests if a result is good or not *) +let is_good_result result = String.length result > 10 + +(* function that combines a grammar, previous results, and new example into a new output *) +let combine_grammar_results_example grammar prev_results new_example = + let combined = grammar ^ "\n\n---\n\n" ^ prev_results ^ "\n\n---\n\n" ^ new_example in + combined + +(* function that takes a function and an accumulator, applies the function to each element of a list and the accumulator, and returns the final accumulator value *) +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if is_good_result new_acc then + new_acc + else + fold_left op new_acc t + +(* starting values *) +let initial_grammar = "A" +let initial_results = "B" +let num_retries = 3 + +(* generate a new example using the current grammar and results, retrying up to num_retries times if the result is not good *) +let rec generate_new_example () = + let new_example = combine_grammar_results_example initial_grammar initial_results initial_results in + if is_good_result new_example then + new_example + else if num_retries > 0 then + let num_retries' = num_retries - 1 in + generate_new_example () + else + failwith "Could not generate a good example after multiple retries" + +(* initialize the state of the system *) +let initial_state = (initial_grammar, initial_results) + +(* the main loop that generates new examples and tests them, updating the previous results if they are good *) +let rec main_loop state = + let grammar, prev_results = state in + let new_example = generate_new_example () in + let next_state = (grammar, new_example) in + if is_good_result new_example then + main_loop next_state + else + main_loop state + +(* start the main loop *) +main_loop initial_state +``` + +In this code, we define types for examples and results, as well as a function to test if a result is good or not. We also define a `combine_grammar_results_example` function that combines a grammar, previous results, and new example into a new output. The `fold_left` function is adapted from the original code, with an additional check for good results. + +We define starting values for the initial grammar, initial results, and number of retries. We then define a `generate_new_example` function that generates a new example using the current grammar and results, retrying up to `num_retries` times if the result is not good. + +The main loop is defined as a recursive function that takes a state, generates a new example, tests it, and updates the previous results if it is good. The loop continues until a good result is generated. + +Finally, we start the main loop with the initial state. + +Note that this code can be further customized to suit the specific needs of the high tech code based hacking game described in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_50.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_50.txt new file mode 100644 index 0000000..ff3f696 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_50.txt @@ -0,0 +1,102 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code snippet. This function applies a binary operator to an accumulator and each element of a list, from left to right, resulting in a single accumulated value. + +To adapt this for our needs, let's consider the following components: + +1. Input streams: `grammar`, `previous_results`, `new_examples` +2. A function to generate new outputs based on the inputs +3. Error handling and retry logic + +Here's a suggested OCaml code snippet implementing this system: + +```ocaml +(* Type definitions *) +type input = Grammar of string | PreviousResults of string list | NewExamples of string list +type output = string +type error = Failure of string | Timeout + +(* Function to generate new outputs based on the inputs *) +let generate_output (input : input) : output * error list = + match input with + | Grammar grammar -> + (* Generate a new output using the provided grammar *) + let result, errors = ... in + (result, errors) + | PreviousResults prev_results -> + (* Generate a new output based on previous results *) + let result, errors = ... in + (result, errors) + | NewExamples new_examples -> + (* Generate a new output using the provided new examples *) + let result, errors = ... in + (result, errors) + +(* Error handling and retry logic helper function *) +let rec handle_errors max_retries (results, errors) : (output * error list) = + match errors with + | [] -> results + | e :: es -> + if List.length es >= max_retries then + (results, es) + else + let new_results, new_errors = generate_output results.input in + handle_errors max_retries (new_results, e :: es @ new_errors) + +(* The main fold function with error handling and retry logic *) +let rec fold_left_with_retry op max_retries acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let (new_acc, errors) = handle_errors max_retries (generate_output (h, acc)) in + fold_left_with_retry op max_retries (op new_acc h) t + +(* Initialize accumulator and inputs *) +let initial_acc = ... +let inputs = [ Grammar "...", PreviousResults ["..."], NewExamples ["...", "..."] ] + +(* Run the fold_left_with_retry function *) +let final_result = fold_left_with_retry (fun acc input -> generate_output input) 3 initial_acc inputs +``` + +Replace `generate_output`, `handle_errors`, and other placeholders with your specific implementation. This code snippet sets up the error handling, retry logic, and a customizable fold function that handles multiple input types. The game can now generate creative and imaginative descriptions of code by utilizing this system for generating prompts and functional workflows using large language models. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_500.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_500.txt new file mode 100644 index 0000000..21ad407 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_500.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code sample by adding additional functionality to suit our needs. The following OCaml code implements a `merge_workflows` function that takes as input a list of predefined workflow components (each represented as a tuple containing grammar, initial example, and new example), as well as an optional seed for the random number generator, and produces a combined prompt using the provided workflow components. + +The code includes a simple type definition for workflow components (`workflow_comp`) and defines a `merge_tensors` function to merge the tensor representations of the grammar, initial example, and new example. The resulting merged tensor is then used as input for generating creative descriptions of code in the high-tech code-based hacking game. + +```ocaml +type workflow_comp = { grammar : string; initial_example : string; new_example : string } + +(* Merges the tensor representations of two given tensors using a simple concatenation operation *) +let merge_tensors t1 t2 = + let num_rows1 = Tensor.row_num t1 in + let num_rows2 = Tensor.row_num t2 in + let num_cols = Tensor.col_num t1 in + + (* Create a new tensor with the combined rows of both tensors *) + Tensor.of_array (Array.init (num_rows1 + num_rows2) (fun i -> + let j = if i < num_rows1 then i else i - num_rows1 in + Array.init num_cols (fun k -> + if i < num_rows1 then Tensor.get t1 ~row:j ~col:k + else Tensor.get t2 ~row:(i - num_rows1) ~col:k + ) + )) ~dim:[|num_rows1 + num_rows2; num_cols|] + +(* Merges a list of workflow components to create a single tensor representation, which can then be used as input for generating descriptions *) +let rec merge_workflows ?(seed=Random.State.make_self_init()) workflows = + let random_example grammar initial_example = + let rand_num = Random.int (String.length initial_example) in + String.sub initial_example rand_num (1 + Random.int ((String.length initial_example) - rand_num)) + in + + (* Generate a tensor representation for each workflow component, then merge them together *) + let merged_tensors = List.map workflows ~f:(fun wc -> + let grammar_tensor = Tensor.of_string (wc.grammar ^ "\n") in + let initial_example_tensor = Tensor.of_string (wc.initial_example ^ "\n") in + let new_example_tensor = Tensor.of_string (random_example wc.grammar wc.new_example ^ "\n") in + merge_tensors grammar_tensor initial_example_tensor new_example_tensor + ) in + + match merged_tensors with + | [] -> failwith "No workflow components provided" + | h :: t -> Tensor.concatenate ~axis:0 (h :: t) + +(* Example usage of the merge_workflows function *) +let example_workflows = [ + { grammar = "A"; initial_example = "An example for A."; new_example = "An updated example for A." }; + { grammar = "B"; initial_example = "An example for B."; new_example = "An updated example for B." }; +] +let merged_tensor = merge_workflows example_workflows +``` + +The `merge_workflows` function can be used to generate a combined tensor representation based on the provided list of workflow components, which in turn can be utilized as input for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_501.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_501.txt new file mode 100644 index 0000000..7293acb --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_501.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation `op` to an accumulator value `acc` and each element of a list, from left to right. We will modify this function to suit our needs by incorporating the ability to handle errors and retry up to three times when generating new outputs. + +First, let's define some helper functions for handling errors and retries: + +1. A function for applying a given operation with error handling: +```ocaml +let apply_with_retry ~op ~max_retries acc input = + let rec aux acc i = + if i > max_retries then + raise (Failure "Max retries reached") + else + try + op acc input + with e -> aux (acc + 1) (i + 1) + in + aux acc 0 +``` +2. A function for generating new outputs based on the given grammar, previous results, and new examples: +```ocaml +let generate_new_output ~grammar ~previous_results ~new_example = + (* Implement this function using your language model *) +end +``` +Now, let's rewrite the `fold_left` function to incorporate the helper functions defined above: +```ocaml +let rec fold_left_with_retry op acc = function + | [] -> acc + | h :: t -> + try + let new_d = generate_new_output ~grammar:h ~previous_results:acc ~new_example:D in + apply_with_retry ~op ~max_retries:3 acc new_d + with e -> + (* Log the error or perform other logging/handling as needed *) + fold_left_with_retry op acc t +``` +In summary, the `fold_left_with_retry` function recursively applies a given operation to an accumulator value and each element of a list, while handling errors and retrying up to three times when generating new outputs using the `generate_new_output` helper function. You can customize this function by implementing your logic for generating new outputs within the `generate_new_output` function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_502.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_502.txt new file mode 100644 index 0000000..f15ca74 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_502.txt @@ -0,0 +1,78 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: In order to create a flexible and customizable system for generating prompts and functional workflows for a language model, we can use a combination of OCaml functions and data structures. Here's an example of how we can modify the `fold_left` function to suit our needs: +```ocaml +type example = { + grammar : string; + input : string; + output : string; +} + +type feedback = Success | Error of string + +let rec merge_examples max_errors acc examples = + let (grammar, input, _) as example = List.hd examples in + let new_acc = op acc example in + match max_errors with + | 0 -> acc + | _ -> + let rest_examples = List.tl examples in + (match merge_examples (max_errors - 1) new_acc rest_examples with + | Success -> Success + | Error e -> Error (Printf.sprintf "Error merging examples: %s\nPrevious error(s): %s" e (String.concat "\n" acc.errors))) + +and op acc example = + let open Example in + let new_result = language_model grammar input in + { acc with + result = new_result; + errors = if Feedback.is_success new_result then acc.errors else (acc.errors @ [New_result_error new_result]); + } +``` +In this code, we define a new `example` record type to represent an example input/output pair for the language model, along with its corresponding grammar. We also define a new `feedback` variant type to represent the result of merging examples: either success or an error message. + +The `merge_examples` function takes as input a maximum number of errors allowed before giving up, the accumulator (which contains the current merged output and any error messages), and a list of examples to merge. It uses a helper function `op` to apply the language model to each example and update the accumulator accordingly. If the maximum number of errors has been reached, it returns an error message; otherwise, it recursively calls itself with the updated accumulator and the rest of the examples. + +The `op` function takes as input the accumulator and an example, and updates the accumulator by applying the language model to the example's input using the specified grammar. If the result is a success (i.e., has a valid output), it returns the updated accumulator; otherwise, it adds a new error message to the accumulator's list of errors. + +With these functions in place, we can create a flexible and customizable system for generating prompts and functional workflows for a language model by defining appropriate operations and accumulators, as well as examples and feedback mechanisms. The resulting system can be used to generate creative and imaginative descriptions of code in a high-tech code-based hacking game, as described in the prompt. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_503.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_503.txt new file mode 100644 index 0000000..0d9c64b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_503.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and operations. Here's an example OCaml code that implements this: +```ocaml +type input = Grammar of string | Previous of string | NewExample of string + +let merge_inputs acc input = + match input with + | Grammar a -> (a, acc) + | Previous d -> (d, acc) + | NewExample c -> (c, acc) + +let rec fold_left_merge op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let (input, prev_result) = merge_inputs h in + fold_left_merge op (op acc input prev_result) t + +(* Usage example *) +let grammar = "A" in +let previous_result = "D" in +let new_example = "C" in +let inputs = [Grammar grammar; Previous previous_result; NewExample new_example] in + +let acc = "B" in (* initial example *) +let merged_result = fold_left_merge (fun acc input prev_result -> op acc input prev_result) acc inputs in +(* use merged_result for further processing or testing *) +``` +In this code, we define a new type `input` that can be either a `Grammar`, `PreviousResult`, or `NewExample`. We then extend the `fold_left` function to take a list of `input` values and return a merged result. The `merge_inputs` function extracts the input value and previous result from each `input` value, which are then used by the `op` function in the `fold_left_merge` function. + +This code can be further customized to suit the needs of the high-tech code-based hacking game described in the prompt. For example, the `op` function could include logic for testing and retrying the merged result up to three times before feeding an error back to create a new merged result. Additionally, the `merge_inputs` function could be extended to handle additional inputs or operations as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_504.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_504.txt new file mode 100644 index 0000000..24242ca --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_504.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type 'a stream = { mutable h : 'a; mutable t : 'a stream } + +let rec fold_left op acc s = + match s with + | { h = hd; t = tl } -> + let acc = op acc hd in + s.h <- s.t.h; + s.t <- s.t.t; + fold_left op acc tl + | _ -> acc + +let merge_streams gramma initial exampl stream_folder = + let rec create_new_output grammar prev_res example new_exampl = + let new_res = LanguageModel.generate ~grammar ~input:prev_res in + if LanguageModel.test ~input:example new_res then ( + prev_res := new_res; + Some new_res + ) else if attempt < 3 then ( + attempt <- attempt + 1; + create_new_output grammar prev_res example (LanguageModel.mutate new_exampl) + ) else None + in + let folder = ref stream_folder in + let rec merge_streams_worker grammar initial exampl = + match create_new_output grammar initial exampl !folder with + | Some res -> + folder := { h = res; t = merge_streams_worker grammar res exampl }; + LanguageModel.visualize res + | None -> + let new_exampl = LanguageModel.mutate exampl in + LanguageModel.visualize new_exampl; + folder := { h = new_exampl; t = merge_streams_worker grammar new_exampl !folder }; + in + merge_streams_worker gramma initial initial +``` +The `fold_left` function is used to fold the stream elements with a given operator from left to right. The `merge_streams` function implements the main logic of merging streams using the meta magical folder. It takes the following arguments: + +* `grammar` - the grammar rules for generating new descriptions +* `initial` - the initial example provided by the user +* `exampl` - a new example to be used for testing and creating a new output +* `stream_folder` - a stream folder, which is a function that takes the previous results and a new example as arguments and creates a new output based on them. The function can mutate the new example before returning it. + +The `merge_streams` function uses a recursive function `create_new_output` to generate new outputs based on the current stream folder, testing them against the new example, and updating the stream folder if necessary. If none of the attempts is successful, the function mutates the new example and creates a new stream folder for it. The main loop is implemented in the `merge_streams_worker` function. + +The code can be further customized to fit specific needs by changing the implementation of the `LanguageModel.generate`, `LanguageModel.test`, `LanguageModel.mutate`, and `LanguageModel.visualize` functions, as well as providing custom stream folder functions for different use cases. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_505.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_505.txt new file mode 100644 index 0000000..a11e2f2 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_505.txt @@ -0,0 +1,72 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the OCaml code. Here is an example of how this function can be adapted to suit our needs: +```ocaml +let rec merge_workflows grammar acc examples max_attempts = + let rec aux acc exs attempts = + if attempts = 0 then failwith "Maximum attempts reached" + else + match exs with + | [] -> acc + | h :: t -> + let new_acc = generate_prompt grammar acc h in + test_output new_acc; + aux new_acc t (attempts - 1) + in + aux acc examples max_attempts + +let rec generate_prompt grammar acc ex = + (* Generate a new prompt using the provided grammar, previous results, and new example. *) + ... + +let rec test_output output = + (* Test whether the generated output is valid or not. If it's valid, return true; otherwise, return false. *) + ... +``` +The `merge_workflows` function takes as input a grammar, an accumulator (which will hold the final result), a list of examples, and the maximum number of attempts to generate a new output. The function uses an inner recursive function `aux` to iterate through the list of examples and generates a new prompt for each example using the `generate_prompt` function. + +The `generate_prompt` function takes as input the grammar, the accumulator, and the current example, and generates a new prompt based on these inputs. This function can be customized to suit the specific needs of the game. + +The `test_output` function takes as input the generated output and tests whether it is valid or not. If it's valid, the function returns true; otherwise, it returns false. This function can also be customized to suit the specific needs of the game. + +Using this framework, we can create a flexible and customizable system for generating prompts and functional workflows for a large language model that can generate creative and imaginative descriptions of code in a high-tech code-based hacking game. The system can be further extended to incorporate other features such as visualization using shaders and mathpylib, and integration with a proof engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_506.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_506.txt new file mode 100644 index 0000000..7b97e9d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_506.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. Here's an example of how to extend it to suit our needs: + +1. Define data types for input components (grammar, previous results, new examples). +2. Add error handling and feedback loops. +3. Create a testing function to check the quality of the generated output. + +Here's a possible OCaml code implementation: + +```ocaml +type input_t = Grammar of string | PreviousResults of string | NewExample of string + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + (try + let result = op acc h in + fold_left op result t + with e -> + if List.length t < 3 then + fold_left op acc t + else raise e) + +let rec generate_output grammar prev_res new_ex input_list = + let open Input in + match input_list with + | Grammar g :: _ -> + (* Process the grammar here *) + generate_output g prev_res new_ex (List.tl input_list) + | PreviousResults pr :: _ -> + (* Process the previous results here *) + generate_output grammar pr new_ex (List.tl input_list) + | NewExample ne :: _ -> + (* Process the new example here *) + generate_output grammar prev_res ne (List.tl input_list) + | [] -> + (* Combine and process all inputs, then create output based on them *) + let output = combine_and_process grammar prev_res new_ex in + (test_output output, output) + +let rec merge_workflows workflow1 workflow2 = + match (workflow1, workflow2) with + | [], _ -> workflow2 + | _, [] -> workflow1 + | h1 :: t1, h2 :: t2 -> + let new_workflow = fold_left (fun acc input -> generate_output acc acc input [h1; h2]) [] [h1; h2] in + merge_workflows (new_workflow :: t1) (new_workflow :: t2) + +(* Initialize workflows *) +let workflow1 = [Grammar "A"; PreviousResults "D"; NewExample "C"] +let workflow2 = [Grammar "X"; PreviousResults "Y"; NewExample "Z"] + +(* Merge the workflows *) +let merged_workflow = merge_workflows workflow1 workflow2 +``` + +The provided code introduces data types for input components, defines functions to process different input types, combines and processes inputs, tests the output quality, and merges multiple workflows. The example uses two initial workflows (`workflow1` and `workflow2`) and merges them into one using the `merge_workflows` function. Note that this is just a starting point, and you'll need to implement functions for processing grammars, previous results, new examples, testing output quality, and combining/processing inputs according to your project requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_507.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_507.txt new file mode 100644 index 0000000..194447f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_507.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```sql +open List + +type result = Good of string | Error of string + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let (new_acc, new_result) = op acc h in + match new_result with + | Good _ -> fold_left op new_acc t + | Error _ -> + if List.length t > 1 then + let (_, last_result) = List.hd (rev t) in + (match last_result with + | Good _ -> fold_left op acc t + | Error _ -> new_acc) + else + new_acc + +let test_and_merge grammar prev_results new_example max_attempts = + let rec merge_attempt i acc ex prev_res = + if i > max_attempts then (acc, Error ("Failed to merge after " ^ (string_of_int max_attempts) ^ " attempts.")) + else ( + let (new_acc, new_result) = grammar acc ex in + match new_result with + | Good _ -> (new_acc, Good ("Merged successfully at attempt " ^ (string_of_int i))) + | Error err -> merge_attempt (i + 1) acc ex prev_res + ) + in + fold_left (merge_attempt 1) prev_results [new_example] + +let start_merging grammar initial_example max_attempts = + let rec loop i example prev_res = + if i > max_attempts then failwith ("Failed to merge after " ^ (string_of_int max_attempts) ^ " attempts.") + else ( + let (merged, result) = test_and_merge grammar prev_res example max_attempts in + match result with + | Good _ -> merged + | Error err -> loop (i + 1) example merged + ) + in + loop 1 initial_example [] +``` +The `fold_left` function is the same as before, but now takes a more generic binary operation that returns both a new accumulator value and a result flag indicating whether the operation succeeded or failed. + +The `test_and_merge` function takes a grammar (represented by the `grammar` parameter), previous results (`prev_results`), a new example (`new_example`), and the maximum number of attempts allowed (`max_attempts`) to merge them. It uses the `fold_left` function to repeatedly apply the grammar to the current accumulator value and new example, until it either succeeds or reaches the maximum number of attempts. If it fails, it returns an error message; otherwise, it returns the merged result. + +The `start_merging` function is a convenience wrapper around `loop` that sets up the initial state and calls `loop` to start the merging process. It takes a grammar (`grammar`), an initial example (`initial_example`), and the maximum number of attempts allowed (`max_attempts`) to merge them, and returns the final merged result. + +Note that this is just one possible implementation of the meta magical folder; there are many other ways to design and implement such a system, depending on the specific requirements and constraints of your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_508.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_508.txt new file mode 100644 index 0000000..8fe6cd6 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_508.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string +type result = string +type error = string +type 'a stream = 'a list ref + +let rec fold_left op acc stream = + let stream' = !stream in + match stream' with + | [] -> acc + | h :: t -> ( + stream := t; + fold_left op (op acc h) stream') + +let rec generate_stream grammar stream prev_results new_example max_errors = + let merged_result = fold_left (fun acc example -> acc ^ " " ^ example) "" stream in + let result = grammar merged_result in + if result <> "" then + (stream := List.append !stream [result]; prev_results := List.append !prev_results [result]) + else if max_errors > 0 then + generate_stream grammar stream prev_results new_example (max_errors - 1) + else + failwith "Error: Could not generate a valid result after max errors." + +let rec play_game initial_grammar initial_example max_errors = + let stream, prev_results = ref [], ref [] in + let new_example = initial_example in + generate_stream initial_grammar stream prev_results new_example max_errors; + let result = List.hd !prev_results in + if is_good_result result then + (Printf.printf "Generated output: %s\n" result; + play_game (update_grammar initial_grammar result) result max_errors) + else + failwith "Error: Could not generate a good result." +``` +In this code, we define the following types: + +* `example` is a string representing an example input to the language model. +* `result` is a string representing the output of the language model given a particular example input. +* `error` is a string representing an error message in case the language model could not generate a valid result. +* `'a stream` is a list reference, used to represent a stream of values (in this case, results from the language model). + +We then define three functions: + +1. `fold_left` is a recursive function that applies a binary operator `op` to all elements in a stream, starting with an initial accumulator value `acc`. It takes a stream and an accumulator as inputs and returns the final accumulated value after applying the operator to all elements in the stream. +2. `generate_stream` is a recursive function that generates a new result from a language model given a particular grammar, previous results, a new example input, and a maximum number of errors allowed before giving up. It takes these inputs and updates the stream and prev\_results references accordingly, based on whether or not the generated result is valid. +3. `play_game` is the main function that starts the game loop. Given an initial grammar and example input, it generates a new result using `generate_stream`. If the result is good, it updates the grammar with the new result and recursively calls itself to generate a new result. If the result is not good and the maximum number of errors has not been reached, it recursively calls itself to generate a new result. If the maximum number of errors has been reached, it fails with an error message. + +We also define some helper functions (not shown here) for checking if a result is good, updating the grammar with a new example input, and printing messages to the console. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a large language model in the context of a high-tech code-based hacking game. The `fold_left` function allows us to apply any binary operator to all elements in a stream, while the `generate_stream` function provides a way to generate new results from a language model given a particular grammar and set of inputs. Finally, the `play_game` function ties everything together by recursively generating new results based on user input and updating the grammar as it goes along. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_509.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_509.txt new file mode 100644 index 0000000..ead459e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_509.txt @@ -0,0 +1,87 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. The function will take in three inputs: the grammar to be used (A), the previous results or initial example (D), and the new example to be incorporated (C). It will then create a new output (D) by applying the specified operation (op) to the accumulator (acc) and the head of the input list (h) repeatedly until all elements have been processed. + +Here's an OCaml code that implements the described system: + +(* Folder module for merging large language model prompt workflows *) +module Folder : sig + type 'a t = { + mutable acc : 'a; + op : 'a -> 'a -> 'a; + mutable num_errors : int; + } + + val create : 'a -> ('a -> 'a -> 'a) -> 'a t + val take : 'a t -> 'a -> 'a t + val merge : 'a t -> 'a t -> 'a t + val test_and_continue : 'a t -> bool +end = struct + type 'a t = { + mutable acc : 'a; + op : 'a -> 'a -> 'a; + mutable num_errors : int; + } + + let create acc op = {acc; op; num_errors = 0;} + let take folder input = + let new_folder = create folder.acc folder.op in + new_folder.acc <- folder.op folder.acc input; + new_folder + + let merge folder1 folder2 = + if folder1.num_errors >= 3 then folder2 + else if folder2.num_errors >= 3 then folder1 + else { + acc = folder1.op folder1.acc folder2.acc; + op = (fun a b -> folder1.op a (folder2.op a b)); + num_errors = folder1.num_errors + folder2.num_errors; + } + + let test_and_continue folder = + if folder.num_errors < 3 then true else false +end + +This module provides a `Folder` type that can be used to merge large language model prompt workflows by repeatedly applying an operation on the accumulator and new input. The `take`, `merge`, and `test_and_continue` functions allow for customization of the system, enabling users to create, combine, and test folders based on their needs. + +The game can use this module as a starting point for creating the meta magical folder that will fold streams of the matrix together into one. This will help in generating creative and imaginative descriptions of code in a high-tech code-based hacking game by enabling dynamic prompt generation using large language models. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_51.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_51.txt new file mode 100644 index 0000000..8799c92 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_51.txt @@ -0,0 +1,98 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operation to an accumulator and each element of a list, from left to right. We will modify this function to suit our needs by incorporating error handling, testing, and result updating. + +Here is the OCaml code implementing the meta magical folder: + +```ocaml +type update_result = + | Accept of string + | Reject with error : string + | Pending + +let rec merge_prompts_workflows + (grammar : string) + (previous_results : string) + (new_example : string) + (max_retries : int) + = + let open UpdateResult in + + (* Fold left function for merging prompts and workflows *) + let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let updated_acc = op acc h in + if updated_acc <> acc then fold_left op updated_acc t else acc + + (* Combine grammar, previous results, and new example *) + let combined_inputs = fold_left ( ^ ) "" [grammar; "\n\n"; previous_results; "\n\n"; new_example] in + + (* Generate a description using the large language model *) + let result = LargeLanguageModel.generate_description combined_inputs in + + match result with + | Accept description -> + if description <> "" then ( + print_endline ("New Description: " ^ description); + merge_prompts_workflows grammar description new_example (max_retries - 1) + ) else ( + print_endline "Error: Empty description"; + merge_prompts_workflows grammar previous_results new_example max_retries + ) + | Reject with error -> + if max_retries > 0 then ( + print_endline ("Error: " ^ error); + merge_prompts_workflows grammar previous_results new_example (max_retries - 1) + ) else ( + print_endline ("Max retries reached, unable to generate a valid description"); + previous_results + ) + | Pending -> + print_endline "Error: Unexpected pending result"; + previous_results +``` + +This code defines an `update_result` type that represents the possible outcomes when updating the game state. The `merge_prompts_workflows` function implements the main logic for merging prompts and workflows using the provided grammar, previous results, new example, and maximum retries. It applies a binary operation (concatenation) to combine all input strings, generates a description using the large language model, tests the result, and repeats or updates based on the outcome. + +This function can be used in your high-tech code-based hacking game for generating creative and imaginative descriptions of code by updating and testing new examples until an acceptable output is generated. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_510.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_510.txt new file mode 100644 index 0000000..f15e8dc --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_510.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +``` +open List + +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let fold_left op acc inputs = + let rec fold input acc = + let output = generate_description grammar (prev_results @ [input.new_example]) in + (output, output.is_good) :: fold (next_input input) acc + and next_input input = { + grammar = input.grammar; + prev_results = input.prev_results @ [input.new_example]; + new_example = output.result; + } + in + let rec merge outputs acc = + match outputs with + | [] -> acc + | h :: t -> + if h.is_good then + merge t (h.result :: acc) + else merge t acc + in + fold (List.hd inputs) (rev acc) + |> merge [] + |> List.rev + +let rec generate_description grammar prev_results = + (* Use the language model and proof engine to generate a new description, + based on the provided grammar and previous results. *) + ... +``` +This code defines an `input` record type that represents the input to the function, including the grammar, previous results, and new example. It also defines an `output` record type that represents the result of generating a new description, along with a boolean flag indicating whether the generated description is considered "good" or not. + +The main function `fold_left` takes a binary operation `op`, an accumulator value `acc`, and a list of inputs, and applies the operation to each input in turn, using the current state of the accumulator. In this case, the binary operation `op` is used to combine the new description generated from the input with the previous descriptions in the accumulator. + +The helper function `fold` takes an initial input and an initial accumulator, and generates a new description for each input using the `generate_description` function (which is not defined in this code snippet). It then recursively calls itself with the next input and the updated accumulator, until it has processed all of the inputs. + +The helper function `merge` takes a list of outputs and an accumulator, and merges the results into the accumulator, only including the "good" descriptions. + +Finally, the main function `fold_left` applies the `fold` function to the first input in the list, and then recursively calls itself with the next input and the updated accumulator, until it has processed all of the inputs. The resulting list of descriptions is then reversed using the `List.rev` function, and returned as the final output. + +This code can be further customized to suit the specific needs of your high-tech code-based hacking game, by modifying the `input`, `output`, and `generate_description` types and functions as necessary. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_511.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_511.txt new file mode 100644 index 0000000..1f7fb3c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_511.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation to an accumulator and each element of a list. + +We will extend this by adding a new function called `merge_prompt_workflows` that takes three inputs: (1) a list of language model prompts, (2) the previous results, and (3) the current example. This function will generate new outputs based on these inputs while considering grammar and other constraints. + +Here's the OCaml code for this task: + +```ocaml +(* Helper function to concatenate strings with a separator *) +let rec concat_sep sep str_list = + match str_list with + | [] -> "" + | [h] -> h + | h :: t -> h ^ sep ^ (concat_sep sep t) + +(* Merges large language model prompt workflows based on given inputs *) +let merge_prompt_workflows ~prompts ~previous_results ~current_example grammar = + let open Option.Monad_infix in + (* Helper function to apply a grammar rule *) + let apply_grammar acc = function + | None -> Error "Unable to apply the given grammar" + | Some str -> Ok (acc ^ " " ^ str) + in + + (* Fold over prompts and accumulate results *) + let new_results = + List.fold_left + (fun acc prompt -> + let* prev_result = previous_results in + let* current_ex = current_example in + let* rule_output = apply_grammar prev_result (Some grammar) in + let* new_current_ex = apply_grammar current_ex (Some prompt) in + Ok (rule_output, Some new_current_ex)) + (Ok ("", None)) + prompts + in + + match new_results with + | Error err -> + (* Feed error back to create a new D up to 3 times *) + let rec merge_with_errors count = function + | [] -> Error "Unable to generate valid output" + | h :: t -> + (match merge_prompt_workflows ~prompts ~previous_results:(Some new_results) ~current_example:h grammar with + | Ok result -> Ok result + | Error _ when count > 1 -> merge_with_errors (count - 1) t + | Error _ -> merge_prompt_workflows ~prompts ~previous_results:(Some new_results) ~current_example:h grammar) + in + merge_with_errors 3 prompts + | Ok (output, new_current_ex) -> + (* If output is good, repeat loop with new D *) + Ok (output, Some new_current_ex) + +(* Example usage of the function *) +let example = [ "prompt1"; "prompt2"; "prompt3" ] +let grammar = "A" +let prev_results = Some "Initial results" +let current_example = Some "Current example" + +merge_prompt_workflows ~prompts:example ~previous_results ~current_example grammar +``` + +This code defines the `concat_sep`, `apply_grammar`, and `merge_prompt_workflows` functions, along with a usage example. The new function takes prompt workflow merging into account based on provided inputs while applying a given grammar rule. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_512.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_512.txt new file mode 100644 index 0000000..1557f89 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_512.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include the necessary inputs and operations. Here's an example OCaml code that implements the described functionality: + +```ocaml +type input = Grammar of string | Previous_Results of string | New_Example of string +type output = string +type error = string + +let rec merge_prompts_workflows ~max_errors grammar previous_results new_example = + let op acc input = + match input with + | Grammar a -> (a, acc) + | Previous_Results d -> (d, acc) + | New_Example c -> (c, acc) + in + let merged_inputs, previous_results = + fold_left op (grammar, previous_results) [previous_results; new_example] + in + let merged_string = merged_inputs |> fst |> String.concat "" in + let result = LanguageModel.generate merged_string in + if LanguageModel.is_good result then + merge_prompts_workflows ~max_errors grammar (result) new_example + else if max_errors > 0 then + merge_prompts_workflows ~max_errors:(max_errors - 1) grammar previous_results new_example + else raise (Failure "Error: Failed to generate a good prompt after 3 attempts.") +``` + +In this code, we define the types `input`, `output`, and `error`. The function `merge_prompts_workflows` takes in three inputs: `grammar`, `previous_results`, and `new_example`. The function uses a helper function `op` to merge the input values. If the generated output is good, the function recursively calls itself with updated inputs. If the generated output is not good and there are remaining attempts left, the function recursively calls itself with the same inputs. If all attempts have been used, the function raises an error. + +Note that this code requires a language model implementation (here represented by `LanguageModel`) to generate prompts based on the input string. You would need to replace this with your specific language model implementation. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_513.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_513.txt new file mode 100644 index 0000000..99f4dd4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_513.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of a matrix in a high-tech code-based hacking game: +```ocaml +type input = Grammar.t * PreviousResults.t * NewExample.t +type output = Properties.t +type error = string + +exception Error of error + +let rec merge_inputs inputs max_errors acc = + match inputs with + | [], _ -> (acc, []) + | _, [] -> (acc, ["End of input"]) + | h::t, prev_results_new_example -> + let (prev_results, new_example) = prev_results_new_example in + let (grammar, previous_results, new_example) = h in + try + let properties = Grammar.generate grammar new_example in + let acc' = Properties.merge properties prev_results in + merge_inputs t max_errors acc' + with + | e -> + let err_msg = Printexc.to_string e in + if max_errors > 0 then + merge_inputs (t @ [h]) (max_errors - 1) acc + else raise (Error err_msg) + +let rec meta_magical_folder inputs max_errors = + try + let (properties, errors) = merge_inputs inputs max_errors Properties.empty in + (properties, errors) + with + | Error e -> + Printf.printf "Error: %s\n" e; + meta_magical_folder inputs max_errors +``` +In this code, the `input` type represents a tuple of `grammar`, `previous results`, and `new example`. The `output` type is a `properties` record that stores the properties of an object or NPC in the game. The `error` type is a string that represents an error message. + +The `merge_inputs` function takes in a list of inputs, a maximum number of errors allowed, and an accumulator for storing the merged properties. It recursively applies the `Grammar.generate` function to generate the properties for each input and merges them with the previous results using the `Properties.merge` function. If there is an error, it checks if the maximum number of errors has been reached. If not, it continues merging the remaining inputs. + +The `meta_magical_folder` function calls the `merge_inputs` function and handles any errors that occur during the merge process by printing an error message and recursively calling itself. + +Note: This is just a skeleton code, you would need to define the types and functions for `Grammar`, `PreviousResults`, `NewExample`, `Properties`, and their related operations. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_514.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_514.txt new file mode 100644 index 0000000..9e23e4d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_514.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build an OCaml module that defines several functions to handle different aspects of the process. Here's a suggested structure: + +1. Module for handling grammar rules +2. Module for managing previous results and new examples +3. Module for testing and validating outputs +4. Main function to orchestrate the merging of large language model prompt workflows + +Here's some example OCaml code to get you started: + +```ocaml +(* Grammar module *) +module Grammar = struct + type t = A + + let create () = A +end + +(* Results and Examples module *) +module RE = struct + type t = {prev_results: D; initial_example: B; new_example: C} + + let create prev_results initial_example new_example = + {prev_results; initial_example; new_example} +end + +(* Testing and Validation module *) +module TV = struct + type error = Error of string + + exception Error of string + + let test d = + match d with + | Good -> d + | Bad -> raise (Error "Output is not good") + + let validate_or_retry n d = + if n > 0 then + try test d with Error e -> validate_or_retry (n - 1) d + else raise (Error "Failed to generate a valid output after retries") +end + +(* Main function *) +let rec merge_workflows grammar retest_count re = + let open TV in + let open RE in + let open Grammar in + let rec aux acc examples prev_results = + match examples with + | [] -> prev_results + | h :: t -> + let new_d = create_output grammar acc h in + let tested_d = validate_or_retry retest_count new_d in + aux tested_d t (Some tested_d) + in + match re with + | None -> prev_results + | Some r -> aux r.new_example r.initial_example None +end +``` + +In this code, we define a `merge_workflows` function that recursively applies the provided grammar rules to input examples and tests the results until it meets the desired criteria or reaches the maximum number of retries. This function should be customized according to your specific requirements for generating creative and imaginative descriptions of code in your hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_515.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_515.txt new file mode 100644 index 0000000..bc71c7e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_515.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun input -> (input, merge_examples input.new_example input.prev_results)) inputs + +and merge_examples new_example prev_results = + let rec merge_streams stream1 stream2 n = + if n = 0 then stream1 + else + match stream1, stream2 with + | [], _ -> stream2 + | _, [] -> stream1 + | h1::t1, h2::t2 -> + let merged_head = merge_elements h1 h2 in + merged_head :: merge_streams t1 t2 (n - 1) + and merge_elements e1 e2 = + if e1 = e2 then e1 (* or apply some merging strategy here *) + else failwith "Cannot merge different elements" + in + let stream1 = Vector.to_list (Tensor.of_string new_example) in + let stream2 = Vector.to_list (Tensor.of_string prev_results) in + let merged_stream = merge_streams stream1 stream2 3 in (* adjust the number of merges here *) + Tensor.of_vector (Vector.of_list (List.map Tensor.to_string merged_stream)) + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h::t -> + let output = { result = merge_inputs [h] |> List.hd |> snd; is_good = true } in + if output.is_good then fold_left op (op acc output) t + else if List.length t > 0 then fold_left op (op acc (List.hd t)) (List.tl t) + else { result = "Error: Failed to generate a valid output after 3 attempts."; is_good = false } +``` +The `input` type represents the inputs required for merging streams, including the grammar, previous results, and new example. The `output` type represents the merged result and whether it is good or not. + +The `merge_inputs` function takes a list of inputs and returns a list of pairs containing each input and its merged example with the previous results using the `merge_examples` function. + +The `merge_examples` function takes two strings representing new examples and previous results, converts them into tensors using the `Tensor.of_string` function, merges them using the `merge_streams` function, and then converts the merged stream back to a string using the `Tensor.to_string` function. + +The `fold_left` function takes an operation, an accumulator, and a list of inputs, and recursively applies the operation to each input and the accumulated result until all inputs have been processed or a valid output has been generated after 3 attempts. The `op` function should take two arguments: the accumulated result and an input, and return a new accumulated result. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_516.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_516.txt new file mode 100644 index 0000000..ef27452 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_516.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the `fold_left` function provided in the initial code snippet: +```ocaml +type input = Grammar of string * Previous of string option * New of string option +type output = string +type error = string + +let rec merge_prompts grammar prev_result new_example = + match prev_result, new_example with + | Some prev, Some newex -> + let merged = LanguageModel.generate_description ~grammar:grammar ~prev:prev ~new:newex in + if LanguageModel.is_creative_and_imaginative merged then merged + else if LanguageModel.num_attempts_remaining () > 0 then + merge_prompts grammar (LanguageModel.create_new_result ~prev:prev) (Some newex) + else raise (Failure "Exceeded maximum number of attempts to create a valid output") + | Some prev, None -> merged_prompt grammar prev + | None, Some newex -> merged_prompt grammar newex + | None, None -> raise (Failure "Both previous result and new example are missing") + +and merged_prompt grammar example = + let merged = LanguageModel.generate_description ~grammar:grammar ~prev:example ~new:example in + if LanguageModel.is_creative_and_imaginative merged then merged + else raise (Failure "Failed to create a creative and imaginative description from the given example") +``` +In this implementation, we define three types: `input`, which represents the input to the `merge_prompts` function; `output`, which represents the output of the `merge_prompts` function (a string generated by the language model); and `error`, which represents an error message returned when something goes wrong. + +The main function, `merge_prompts`, takes as input a `grammar` string, a `prev_result` string (which is initially `None`), and a `new_example` string (which is also initially `None`). The function calls the helper function `merged_prompt` if either `prev_result` or `new_example` are missing. + +The `merged_prompt` function generates a description using the language model, checks whether it is creative and imaginative, and returns it as the output of the function. If it is not creative and imaginative, the function raises an error message. + +Note that this implementation assumes the existence of several functions and types (such as `LanguageModel.generate_description` and `LanguageModel.is_creative_and_imaginative`) which are not defined in the original code snippet. These functions would need to be implemented separately, based on the specific requirements of the language model being used. + +This implementation also assumes the existence of a function `LanguageModel.num_attempts_remaining` which keeps track of the number of attempts remaining before giving up and raising an error message. This allows the function to retry generating a new result up to 3 times if the initial attempt is not successful. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_517.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_517.txt new file mode 100644 index 0000000..7f1df12 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_517.txt @@ -0,0 +1,96 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can use a combination of functional programming techniques and machine learning concepts. Here is an OCaml code snippet that implements the described `fold_left` function and provides a starting point for building such a system: +```ocaml +(* The type of prompts, which consists of a grammar, a previous result, and an optional new example. *) +type prompt = { + mutable grammar : string; + mutable prev_result : string; + new_example : string option +} + +(* The type of merging functions that combine two prompts into one. *) +type merge_func = prompt -> prompt -> prompt + +(* A simple example merging function that combines the grammar and previous result from two prompts, + giving preference to the second prompt in case of conflicts. *) +let merge_simple : merge_func = fun acc new_prompt -> + { + grammar = new_prompt.grammar; + prev_result = new_prompt.prev_result; + new_example = acc.new_example + } + +(* The main function that folds a list of prompts and merging functions into a single prompt, + using the `merge_simple` function as an example implementation. *) +let rec fold_prompts (acc : prompt) merge_funcs : prompt = + match merge_funcs with + | [] -> acc + | hd :: tl -> + let merged_prompt = hd acc in + fold_prompts merged_prompt tl + +(* Initialize a prompt with an initial example and grammar. *) +let init_prompt : prompt = + { + grammar = ""; + prev_result = "B"; + new_example = Some "C" + } + +(* Define the list of merging functions to be applied to the prompts. *) +let merge_funcs : (merge_func list) = [merge_simple] + +(* Start the folding process with an initial prompt and a list of merging functions. *) +let final_prompt : prompt = fold_prompts init_prompt merge_funcs + +(* Print out the resulting prompt for verification. *) +Printf.printf "Final Prompt:\nGrammar: %s\nPrevious Result: %s\nNew Example: %s\n" + final_prompt.grammar final_prompt.prev_result + (match final_prompt.new_example with None -> "None" | Some s -> s) +``` +This code defines a `prompt` type that includes the grammar, previous result, and an optional new example for each prompt. The `merge_func` type represents functions that combine two prompts into one. A simple merging function, `merge_simple`, is provided as an example implementation. The main `fold_prompts` function recursively applies a list of merging functions to a list of prompts, starting with an initial prompt and accumulator. + +To adapt this code to your specific use case, you can modify the `prompt` type to include additional fields relevant to your application (e.g., a vectorized representation of the previous result or a reference to a particular object in the game world). You can also create new merging functions tailored to your needs and add them to the `merge_funcs` list. Finally, you can customize the initialization of the `init_prompt` variable as required. + +By using this framework, you can construct complex workflows for generating prompts that suit your high-tech code-based hacking game, including merging and transforming prompts based on previous results, initial examples, grammars, or other custom criteria. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_518.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_518.txt new file mode 100644 index 0000000..5ab0fb1 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_518.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +(* A simple data structure to represent a prompt workflow with a grammar, previous results, and new example *) +type prompt_workflow = { + mutable grammar : string; + mutable prev_results : string; + mutable new_example : string; +} + +(* The merge function that takes in two prompt workflows, merges them using the fold_left function, and returns a new prompt workflow with the merged results *) +let merge_prompt_workflows (pwf1 : prompt_workflow) (pwf2 : prompt_workflow) : prompt_workflow = + let op acc pwf = { grammar = pwf.grammar; prev_results = acc.prev_results; new_example = pwf.new_example } in + let merged_pwf = fold_left op pwf1 [pwf2] in + merged_pwf + +(* The test function that takes in a prompt workflow, tests its output, and returns true if it's good or false otherwise *) +let rec test_prompt_workflow (pwf : prompt_workflow) : bool = + (* Generate the output using the current grammar, previous results, and new example of the prompt workflow *) + let output = generate_output pwf.grammar pwf.prev_results pwf.new_example in + (* Test the output here and return true if it's good or false otherwise *) + ... + (* If the output is good, repeat the loop with the updated prev_results and new_example; otherwise, feed the error back to create a new pwf up to 3 times *) + if test_prompt_workflow then ( + pwf.prev_results <- output; + pwf.new_example <- generate_initial_example pwf.grammar; + test_prompt_workflow pwf + ) else if pwf.grammar <> "fixed_grammar" then ( + pwf.grammar <- "fixed_grammar"; + pwf.prev_results <- output; + pwf.new_example <- generate_initial_example pwf.grammar; + test_prompt_workflow pwf + ) else if pwf.grammar = "fixed_grammar" then ( + pwf.prev_results <- output; + pwf.new_example <- generate_initial_example pwf.grammar; + test_prompt_workflow pwf + ) else raise Exit + +(* Generate the initial example for a given grammar *) +let generate_initial_example (grammar : string) : string = + (* Generate the initial example here using the grammar *) + ... + +(* Generate the output using the current grammar, previous results, and new example of a prompt workflow *) +let generate_output (grammar : string) (prev_results : string) (new_example : string) : string = + (* Generate the output here using the grammar, prev_results, and new_example *) + ... +``` +The `prompt_workflow` data structure represents a prompt workflow with a grammar, previous results, and new example. The `merge_prompt_workflows` function takes in two prompt workflows, merges them using the `fold_left` function, and returns a new prompt workflow with the merged results. + +The `test_prompt_workflow` function tests the output of a prompt workflow and returns true if it's good or false otherwise. If the output is good, the function repeats the loop with the updated prev\_results and new\_example. If the output is not good, the function feeds the error back to create a new pwf up to 3 times. + +The `generate_initial_example` function generates the initial example for a given grammar, while the `generate_output` function generates the output using the current grammar, previous results, and new example of a prompt workflow. These functions can be implemented based on the specific requirements of the language model and the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_519.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_519.txt new file mode 100644 index 0000000..5509da3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_519.txt @@ -0,0 +1,84 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build upon the `fold_left` function provided in the code snippet. We will define several functions to handle different aspects of the system, such as error handling, testing, and updating the previous results. Here is an example OCaml code that implements the described functionality: + +```ocaml +(* Utility functions *) +let identity x = x +let rec max_attempts n f acc = + if n <= 0 then acc else max_attempts (n - 1) f (f acc) + +(* Error handling and testing functions *) +exception Error of string + +let test_and_update ~test op acc d = + try + if test d then Some (op acc d) + else None + with e -> None + +let rec merge_workflows ~max_attempts ~test ~update grammar prev_results new_examples = + match prev_results, new_examples with + | [], [] -> prev_results (* No more examples to process *) + | d::ds, c::cs -> ( + let open Option.Monad_in in + let* updated_d = max_attempts max_attempts (test_and_update ~test:(fun d -> test d) update grammar) prev_results d in + bind_list (List.map2 (test_and_update ~test:(fun _ c -> test c) update grammar) ds cs) @@ fun updated_ds -> + merge_workflows ~max_attempts ~test ~update grammar (updated_d::updated_ds) cs) + | _ -> prev_results (* Invalid input *) + +(* Example usage *) +let test d = d < 100 +let update acc d = acc + d + +let grammar = "A" +let prev_results = [50] +let new_examples = [25; 75] + +let merged_results = merge_workflows ~max_attempts:3 ~test ~update grammar prev_results new_examples +Printf.printf "Merged results: %d\n" (List.fold_left ( + ) 0 merged_results) +``` + +In this example, we define a system that takes in a grammar, previous results, and new examples. The `merge_workflows` function recursively applies the update function to the previous results and new examples up to a maximum number of attempts (in case of errors). The test function is used to check whether an updated result is valid or not. If it's valid, the result is kept; otherwise, the error handling mechanism will be triggered, attempting to fix the issue by updating the result again. The process continues until either a valid result is obtained or the maximum number of attempts has been reached. + +The provided code snippet demonstrates how you can implement a flexible and customizable system for generating prompts and functional workflows using OCaml. You can adapt this implementation to suit your needs, such as integrating it with the high-tech code-based hacking game you described. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_52.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_52.txt new file mode 100644 index 0000000..a8597de --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_52.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and functionality needed for our game. Here's an example of how this might look in OCaml: + +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + tested : bool; +} + +let rec fold_workflows op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + (match h.prev_results with + | Some prev -> + let new_input = { h with prev_results = None } in + let new_op = op prev in + fold_workflows new_op (new_op acc new_input) t + | None -> + let result = op acc h in + let output = { result; tested = false } in + let inputs' = List.map (fun i -> { i with prev_results = Some result }) t in + let new_op = fun acc' _ -> acc' in + fold_workflows new_op output inputs') + +let initialize_workflow grammar initial_example = + let input = { grammar; prev_results = None; new_example = initial_example } in + let op acc _ = { result = LanguageModel.generate_description acc; tested = true } in + fold_workflows op { result = ""; tested = false } [input] + +let rec play_game workflow = + match workflow.result, workflow.tested with + | "", true -> + let new_example = LanguageModel.generate_new_example workflow.grammar in + let input = { grammar = workflow.grammar; prev_results = Some workflow.result; new_example } in + let new_workflow = { result = ""; tested = false } in + play_game (fold_workflows LanguageModel.generate_description new_workflow [input]) + | _, _ -> + let output = test_workflow workflow in + if output.tested then + play_game output + else + play_game { output with result = output.result ^ "\n" ^ output.result } + +and test_workflow workflow = + let result = workflow.result in + if is_valid_description result then + workflow + else + let new_result = LanguageModel.correct_invalid_description result in + { workflow with result = new_result; tested = true } +``` + +In this code, we define a new `input` type that includes the grammar, previous results (if any), and new example for each input. We also define a new `output` type that includes the generated description and whether it has been tested for validity. + +The `fold_workflows` function now takes a list of inputs instead of just one, and recursively applies the operator to each input in the list. If an input has previous results, we use those results as the accumulator for that input's iteration of the loop. Otherwise, we use the initial accumulator value. + +The `initialize_workflow` function takes a grammar and initial example, creates an input with those values, and initializes the workflow with the `fold_workflows` function. + +Finally, we define the `play_game` function, which repeatedly applies the `fold_workflows` function to generate new descriptions until a valid one is found. If the generated description is not valid, we use the `test_workflow` function to correct it and try again. + +Note that this is just an example of how you might structure your code to suit your needs. The actual implementation will depend on the specifics of your game and language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_53.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_53.txt new file mode 100644 index 0000000..d0678f3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_53.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string +type result = string +type 'a stream = { mutable value : 'a; mutable next : 'a stream option } + +let rec merge_examples grammar acc examples = + match examples with + | [] -> acc + | h1 :: h2 :: t -> + let h3 = + try + let res = LanguageModel.generate_description ~grammar h1 in + if LanguageModel.is_creative res then Some (h1, res) else None + with e -> None + in + (match h3 with + | Some (new_example, new_res) -> + acc := !acc ^ new_example ^ "\n" ^ new_res ^ "\n\n"; + merge_examples grammar acc (new_example :: t) + | None -> + let h4 = + try + let res = LanguageModel.generate_description ~grammar h2 in + if LanguageModel.is_creative res then Some (h2, res) else None + with e -> None + in + (match h4 with + | Some (new_example, new_res) -> + acc := !acc ^ new_example ^ "\n" ^ new_res ^ "\n\n"; + merge_examples grammar acc (new_example :: t) + | None -> merge_examples grammar acc t)) + +let rec fold_streams op acc streams = + match streams with + | [] -> acc + | h :: t -> + let s' = { value = LanguageModel.decode_tensor (Stream.next h); next = Some h } in + fold_streams op (op acc s') t + +let rec generate_prompts grammar initial_examples max_attempts = + let results = ref "" in + let examples = ref initial_examples in + for i = 1 to max_attempts do + let _ = merge_examples grammar results examples in + let streams = + List.map + (fun ex -> + if LanguageModel.is_example_valid ex then + Some (LanguageModel.vectorize_example ex) + else None) + (!examples) + in + let _ = fold_streams LanguageModel.merge_tensors results streams in + examples := List.map fst (List.filter (fun (_ex, res) -> LanguageModel.is_creative res) (LanguageModel.decode_tensors !results)) + done; + !results +``` +This code defines three types: `example`, which is a string representing an example sentence; `result`, which is a string representing the output of the language model for a given input; and `'a stream`, which is a lazy list of values of type `'a`. The `merge_examples` function takes as input a grammar, an accumulator (represented as a reference to a string), and a list of examples, and returns the merged output. It uses recursion to try different combinations of examples until it finds one that is creative. The `fold_streams` function takes as input an operator, an accumulator, and a list of streams, and applies the operator to each element in the streams, updating the accumulator along the way. Finally, the `generate_prompts` function takes as input a grammar, an initial set of examples, and a maximum number of attempts, and returns a string representing the merged output after multiple iterations of combining and testing examples. + +Note that this code is just a starting point, and there are many ways it could be extended or modified to better suit your specific needs. In particular, you may want to customize the `merge_examples` function to use a different method for combining examples or testing their quality. Additionally, you may need to modify the `generate_proments` function to fit into your larger game architecture. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_54.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_54.txt new file mode 100644 index 0000000..20d9b62 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_54.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = Grammar of string | PrevResults of string | NewExample of string +type output = string + +let rec merge_inputs acc = function + | [] -> acc + | Grammars(g) :: t -> merge_inputs (Grammar(g) :: acc) t + | PrevResults(p) :: t -> merge_inputs (PrevResults(p) :: acc) t + | NewExamples(n) :: t -> merge_inputs (NewExample(n) :: acc) t + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | Grammars(g) :: t -> + let new_acc = List.fold_left op acc g in + fold_left op new_acc t + | PrevResults(p) :: t -> + let new_acc = op acc p in + fold_left op new_acc t + | NewExample(n) :: t -> + let new_output = op acc n in + if is_valid new_output then + fold_left op new_output t + else if List.length t < 3 then + fold_left op new_output (NewExample(n) :: t) + else + merge_inputs acc inputs + +and is_valid output = (* replace with your validation logic *) + true + +(* example usage *) +let grammar1 = ["function"; "language"; "model"] +let prev_results1 = "past outputs" +let new_example1 = "new output" + +let inputs1 = Grammars(grammar1) :: PrevResults(prev_results1) :: NewExample(new_example1) :: [] +let merged_output = fold_left (fun acc x -> x) "" inputs1 +``` +In this code, we have defined a new type `input` to represent the different types of inputs that the folder can take. The `merge_inputs` function is used to combine the inputs in the right order for processing. The `fold_left` function is then used to recursively process the inputs and generate the merged output. + +The code also includes an example usage, where a list of inputs (`grammar1`, `prev_results1`, and `new_example1`) is processed using the `fold_left` function to generate the merged output. You can replace the `is_valid` function with your own validation logic to ensure that the generated output meets the desired criteria. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_55.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_55.txt new file mode 100644 index 0000000..2f3fefd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_55.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a language model, we can build an OCaml module that defines several functions to handle different aspects of the process. Here's a suggested design: + +1. A function to generate a prompt using the given grammar and examples. +2. A function to test the generated output and determine if it is valid. +3. A function to vectorize the valid output into tensors. +4. A function to visualize the tensors using shaders and mathpylib. +5. A module that combines the above functions into a loop, allowing up to 3 attempts to generate a valid output. + +Here's an example of how this can be implemented in OCaml: + +```ocaml +(* Module for generating prompts and testing them *) +module LanguageModel = struct + let generate_prompt grammar examples = + (* Implement the logic to generate a prompt using the given grammar and examples *) + "Generated Prompt" + + let test_output output = + (* Implement the logic to test the generated output and return true if it is valid, false otherwise *) + match output with + | "Desired Output" -> true + | _ -> false +end + +(* Module for vectorizing outputs into tensors *) +module Vectorization = struct + let vectorize output = + (* Implement the logic to convert the valid output into a tensor or a number of tensors *) + Tensor.create ~shape:(1, 1) ~data:(Float.of_int 42) +end + +(* Module for visualizing tensors using shaders and mathpylib *) +module Visualization = struct + let visualize tensor = + (* Implement the logic to visualize the given tensor using shaders and mathpylib *) + () +end + +(* Main module that combines the above functions into a loop *) +module Merge = struct + let rec merge_workflows grammar initial_examples max_attempts = + let open LanguageModel in + let rec inner loop examples attempt_count = + if attempt_count > max_attempts then + failwith "Max attempts reached" + else + let new_example = generate_prompt grammar examples in + let is_valid = test_output new_example in + if is_valid then + loop (new_example :: examples) 0 + else + inner loop examples (attempt_count + 1) + in + let result = inner [ initial_examples ] 0 in + let open Vectorization in + let tensor = vectorize result in + Visualization.visualize tensor +end +``` + +This code defines four modules: `LanguageModel`, `Vectorization`, `Visualization`, and `Merge`. The `Merge` module contains the main logic for merging streams of the matrix together into one, as requested. It uses recursion to attempt generating a valid prompt up to three times, vectorizing the result, and visualizing it using shaders and mathpylib. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_56.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_56.txt new file mode 100644 index 0000000..e22ef52 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_56.txt @@ -0,0 +1,83 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code snippet. This function recursively applies a given operation `op` to an accumulator value `acc` and each element of a list, from left to right. + +Let's define the necessary types: + +```ocaml +type grammar = string (* Define your own Grammar type *) +type result = string (* Define your own Result type *) +type input = { + grammar : grammar; + prev_results : result list; + new_example : result; +} + +type error = string +type merge_state = { + examples : input list; + acc : result; + iteration : int; +} +``` + +Now, let's create the `merge` function using our custom types: + +```ocaml +let op acc input = + let open Input in + let new_result = generate_description grammar new_example in (* Define your own generate_description function *) + if is_valid new_result then new_result :: acc else acc + +let rec merge_loop state = + if List.length state.examples = 0 || state.iteration >= 3 then state.acc + else + let updated_acc = op state.acc (List.hd state.examples) in + { examples = List.tl state.examples; acc = updated_acc; iteration = state.iteration + 1 } |> merge_loop + +let merge initial_state = merge_loop initial_state +``` + +In this example, the `op` function takes an accumulator and an input and generates a new result using the provided grammar and new example. The `merge_loop` function recursively applies the operation to each element in the examples list until it's empty or reaches the maximum number of iterations (3 in this case). + +This merge function can be used for combining large language model prompt workflows, allowing you to test different inputs and select the ones that generate valid results. The system is customizable as you can define your own types and functions based on the requirements of your high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_57.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_57.txt new file mode 100644 index 0000000..a233a8b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_57.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type 'a stream = { mutable h : 'a; tail : 'a stream option } + +let rec fold_left op acc stream = + match stream.tail with + | None -> acc + | Some stream' -> + let acc' = op acc stream.h in + stream.h <- stream'.h; + stream.tail <- stream'.tail; + fold_left op acc' stream + +let merge_workflows grammar prev\_examples new\_example = + let rec merge\_step acc stream = + match stream.tail with + | None -> acc + | Some stream' -> + let input = { A = grammar; B = fst acc; C = snd acc; D = stream'.h } in + let output = generate\_description input in + let acc' = (stream'.h, output) in + if is\_good\_description output then + merge\_step acc' stream' + else if stream'.tail <> None && stream' <> stream''.tail then + merge\_step acc stream' + else + let _ = + if stream'.tail <> Some stream' then + stream'.tail <- Some stream'' + else if stream' <> stream'.tail then + stream'.tail.tail <- Some stream'' + in + merge\_step acc stream'' + in + let rec create\_stream examples = + match examples with + | [] -> None + | h :: t -> + let stream = { h = fst h; tail = if t = [] then None else Some (create\_stream t) } in + stream.tail <- Some stream; + Some stream + in + match create\_stream prev\_examples with + | None -> failwith "No previous examples provided" + | Some stream -> merge\_step (stream.h, generate\_description { A = grammar; B = fst stream.h; C = new\_example; D = snd stream.h }) stream +``` +This code defines a type `'a stream` to represent a stream of examples, where each example is a pair of an input and an output. The function `fold_left` takes an operator `op`, an accumulator `acc`, and a stream `stream`, and applies the operator to the accumulator and the head of the stream until the end of the stream is reached. + +The function `merge_workflows` takes as input a grammar `grammar`, a list of previous examples `prev_examples`, and a new example `new_example`. It creates a stream from the previous examples using the helper function `create_stream`. The function `merge_step` is then called recursively to merge the new example with the stream, generating a new description at each step until a good description is found or all possible streams have been exhausted. + +Note that this code assumes the existence of functions `generate_description`, `is_good_description`, and helper functions for working with streams such as `create_stream`. These functions would need to be implemented based on the specific requirements of your language model and game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_58.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_58.txt new file mode 100644 index 0000000..cd67a9b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_58.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function provided in the code snippet to include the necessary inputs and operations. Here's an example of how this can be done: +```ocaml +type input = Grammar of string | PreviousResults of string | NewExample of string + +let merge_workflows op acc inputs = + let rec helper acc = function + | [] -> acc + | h::t -> ( + match h with + | Grammar a -> helper (op acc a) t + | PreviousResults d -> helper (op acc d) t + | NewExample c -> helper (op acc c) t + ) + in + helper acc inputs + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let new_acc = merge_workflows op acc [h] in + fold_left op new_acc t +``` +In this example, we define a new type `input` that represents the different types of inputs to the function. We then modify the `fold_left` function to take an additional argument `inputs`, which is a list of input values. We also define a helper function `merge_workflows` that takes the operation, accumulator, and input list as arguments. This function recursively applies the operation to each input value in the list and updates the accumulator accordingly. + +With this modified `fold_left` function, we can generate prompts and functional workflows for a large language model by providing appropriate input values representing the grammar, previous results, and new examples. The function will recursively apply the specified operation to each input value and update the accumulator, resulting in a final output that can be used as a prompt or workflow for the language model. + +To generate creative and imaginative descriptions of code in the hacking game, we can use this modified `fold_left` function to recursively apply different operations to the various inputs representing the grammar, previous results, and new examples encountered by the player. By doing so, we can create a dynamic and interactive game environment that is both engaging and educational for the user. + +Regarding the tensor vectorization and visualization using shaders and mathpylib, this can be implemented separately from the `fold_left` function but can still benefit from its flexibility and customizability. For example, we can use the output of the `fold_left` function to generate input vectors for tensor vectorization, which can then be passed through a neural network to produce the desired visualizations using shaders and mathpylib. + +Overall, by combining the power of functional programming and large language models, we can create a unique and engaging game experience that encourages players to explore the world of code and hacking in a fun and interactive way. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_59.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_59.txt new file mode 100644 index 0000000..03d3476 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_59.txt @@ -0,0 +1,86 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the high-tech code based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + merged_result : string; + is_valid : bool; +} + +let rec merge_matrices inputs max_errors = + let (input, idx) = List.nth inputs idx in + let folder acc ({grammar; prev_results; new_example}) = + let merged_result = merge_grammars grammar prev_results new_example in + let is_valid = validate_result merged_result in + {merged_result; is_valid} + in + let output = fold_left folder input inputs in + if output.is_valid then ( + if idx < List.length inputs - 1 then + merge_matrices inputs max_errors (idx + 1) + else output + ) else if max_errors > 0 then + merge_matrices inputs (max_errors - 1) idx + else output + +and merge_grammars grammar prev_results new_example = + (* Implement the merging of grammars, previous results, and new examples here *) + +and validate_result merged_result = + (* Implement the validation of the merged result here *) +``` +Here, we define two types: `input` for the input streams to be merged, which consists of a grammar, previous results, and a new example; and `output` for the merged result along with a boolean flag indicating if it's valid or not. + +The `merge_matrices` function is defined recursively to merge all the input streams together using the provided merging and validation functions (which are yet to be implemented). It takes in a list of inputs, an optional maximum number of errors allowed before giving up on a particular input stream, and an index for which input stream to process next. + +The `merge_grammars` function is responsible for implementing the actual merging logic between the grammar, previous results, and new examples. This can be done using the provided folding function from the original code snippet. + +Finally, the `validate_result` function checks if the merged result is valid or not based on some criteria specific to the game. If it's valid, then we proceed with merging the next input stream. Otherwise, if there are still errors allowed, we retry merging this particular input stream up to a maximum of three times before giving up. + +This modular implementation allows for easy customization and extension of the matrix merging logic specific to the high-tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_6.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_6.txt new file mode 100644 index 0000000..58529aa --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_6.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of a matrix in the context of a high-tech code-based hacking game: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec merge_streams op acc stream_len inputs = + if Stream.at_end stream_len then acc + else + let input = Stream.next stream_len in + let { grammar; prev_results; new_example } = input in + let output = { + result = LanguageModel.generate_description ~grammar ~prev_ex:prev_results ~new_ex:new_example; + is_good = LanguageModel.test_output ~input ~output; + } in + if output.is_good then merge_streams op (op acc output) stream_len inputs + else { + let rec merge_with_error_correction n = + if n > 3 then failwith "Error correction failed" + else ( + let corrected_output = LanguageModel.correct_error ~input ~output in + if LanguageModel.test_output ~input { result = corrected_output } then merged_streams op (op acc { result = corrected_output }) stream_len inputs + else merge_with_error_correction (n + 1) + ) + in + merge_with_error_correction 1; + } +``` +Here, the `merge_streams` function takes an operator `op`, an accumulator `acc`, a stream of inputs `stream_len`, and a list of inputs `inputs`. The function processes each input in the stream by calling the language model to generate a description based on the given grammar, previous results, and new example. It then tests the output and updates the accumulator using the operator `op` if the output is good. If the output is not good, it corrects the error and repeats the process up to three times. + +Note that this code assumes the existence of a `LanguageModel` module that provides functions for generating descriptions, testing outputs, and correcting errors. The implementation of these functions would depend on the specific language model used in the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_60.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_60.txt new file mode 100644 index 0000000..0ad4546 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_60.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here's an OCaml code that implements a meta magical folder for merging streams of the matrix: + +```ocaml +open List + +type 'a stream = { mutable value : 'a; Hud : unit -> unit } + +let rec fold_left op acc stream_list = + match stream_list with + | [] -> acc + | h :: t -> + let new_acc = op acc h.value in + h.Hud(); + fold_left op new_acc t + +type 'a prompt_workflow = { + grammar : string; + previous_results : string option ref; + initial_example : string; + new_example : string; + test : string -> bool; +} + +let rec generate_prompt_and_test workflow = + let new_d = workflow.new_example in + if workflow.test new_d then ( + workflow.previous_results := Some new_d; + new_d + ) else if !workflow.previous_results <> None then ( + workflow.new_example <- !workflow.previous_results; + generate_prompt_and_test workflow + ) else ( + workflow.previous_results := None; + generate_prompt_and_test workflow + ) + +let rec generate_magic_folder workflows = + let stream_list = + List.map + (fun wf -> + { value = generate_prompt_and_test wf; + Hud = (fun () -> Printf.printf "Processing %s\n" wf.grammar) }) + workflows + in + fold_left (fun acc s -> s.value :: acc) [] stream_list +``` + +In this code, we have defined a `stream` type that consists of a value and a function for displaying the current state of the stream (Hud). The `fold_left` function is used to merge streams by applying an operator to the accumulator and the head of each stream in sequence. + +We also define a `prompt_workflow` type that contains all the necessary information for generating prompts and testing their validity, including a grammar string, a reference to the previous results, an initial example, a new example, and a test function. The `generate_prompt_and_test` function generates a prompt by either returning the new example if it passes the test or recursively trying again with the previous result if it exists. + +Finally, the `generate_magic_folder` function takes a list of workflows and uses the `fold_left` function to generate and merge streams for each workflow. The resulting list of merged streams is returned as output. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_61.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_61.txt new file mode 100644 index 0000000..fc7fbd8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_61.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a fold\_left function for merging large language model prompt workflows: + +let rec merge\_prompts grammar acc = function +| [] -> acc +| h::t -> +let new\_example = generate\_example grammar h in +let merged = merge\_examples acc new\_example in +let result = test\_merged merged in +if is\_good\_result result then +merge\_prompts grammar (Some merged) t +else if List.length t > 0 then +merge\_prompts grammar acc t +else +failwith "Failed to merge prompts after multiple attempts" +and +let rec generate\_example grammar input = +(* Generate a new example based on the given grammar and input *) +... +and +let rec merge\_examples acc new\_example = +(* Merge the previous results with the new example *) +... +and +let rec test\_merged merged = +(* Test if the merged result is good and return a boolean value *) +... +and +let rec is\_good\_result result = +(* Check if the result meets certain criteria for being considered "good" *) +... + +This code defines a merge\_prompts function that takes in three arguments: the grammar to use, the accumulated results so far (initialized as None), and a list of new examples to consider. The function uses a fold\_left operation to iterate through the list of new examples, generating a new example for each one using the generate\_example helper function, merging it with the previous results using the merge\_examples helper function, testing if the merged result is good using the test\_merged helper function, and repeating this process up to three times if necessary. If all attempts fail, the function raises an exception. + +The helper functions generate\_example, merge\_examples, test\_merged, and is\_good\_result are responsible for generating new examples based on the given grammar, merging the previous results with the new example using a specific strategy (e.g., concatenation, interleaving, etc.), testing if the merged result is good by checking certain criteria such as coherence, relevance, and diversity, and determining if the result meets certain criteria for being considered "good", respectively. These helper functions can be customized to suit the specific needs of the application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_62.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_62.txt new file mode 100644 index 0000000..183aa41 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_62.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_valid : bool; +} + +let merge_inputs inputs = + let open BatList in + let grammars = map (fun i -> i.grammar) inputs in + let prev_results = map (fun i -> i.prev_results) inputs in + let new_examples = map (fun i -> i.new_example) inputs in + ({ grammar = String.concat ";" grammars; + prev_results = String.concat ";" prev_results; + new_example = String.concat ";" new_examples; }, + BatList.length inputs > 1) + +let merge_outputs outputs = + let open BatList in + let results = map (fun o -> o.result) outputs in + ({ result = String.concat "\n\n" results; is_valid = true }, false) + +let rec merge_workflows inputs max_errors = + if max_errors = 0 then + ({ result = ""; is_valid = false }, []) + else + let input, (is_multi, max_errors) = + match inputs with + | [] -> failwith "Empty list of inputs" + | h :: t -> + if is_multi then + (h, (true, max_errors - 1)) + else + let others = List.map (fun i -> { i with new_example = h.new_example }) t in + (h, (false, max_errors)) + in + let output, is_valid = + if not input.is_valid then + merge_workflows inputs max_errors + else + let open BatList in + let merged_input = merge_inputs [input] in + let result, _ = LanguageModel.generate_description merged_input in + let output = { result; is_valid = true } in + (output, true) + in + if is_valid then + (output, max_errors) + else + let open BatList in + let others = map (fun i -> i.new_example) inputs in + let merged_input = merge_inputs (input :: List.map2 (fun o i -> { o with new_example = i }) outputs others) in + let result, _ = LanguageModel.generate_description merged_input in + let output = { result; is_valid = false } in + (output, max_errors - 1) +``` +This code defines the types `input` and `output`, which represent a set of inputs to the merging function and the resulting output, respectively. The `merge_inputs` function takes a list of inputs and combines their grammar, previous results, and new examples into a single string. The `merge_outputs` function does the opposite, taking a list of outputs and extracting their individual results into a single string. + +The `merge_workflows` function is where the actual merging happens. It takes a list of inputs and an error limit, and recursively calls itself with decreasing error limits until a valid output is found or the error limit is reached. At each step, it checks if there are multiple inputs to merge (i.e., if the previous call to `merge_workflows` returned a list of outputs), and if so, uses the first input as the base for all others. It then calls the language model to generate a description based on the merged inputs, and returns the result as an output. If the generated description is not valid, it recursively calls itself with the same error limit and the updated inputs (i.e., the new examples from all previous outputs, plus any errors encountered). + +This code can be further customized to suit the specific needs of the game by modifying the `input` and `output` types, as well as the `merge_inputs`, `merge_outputs`, and `merge_workflows` functions. For example, additional fields could be added to the `input` type to represent other properties of the inputs, such as their type or source. The `merge_inputs` function could be modified to handle these additional fields, and the `merge_outputs` function could extract relevant information from the output strings for use in subsequent calls to `merge_workflows`. Additionally, the language model used to generate descriptions could be replaced with a custom implementation tailored to the specific requirements of the game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_63.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_63.txt new file mode 100644 index 0000000..55e62e3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_63.txt @@ -0,0 +1,124 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of prompts and functional workflows for a large language model: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Result.t +type error = Error.t + +let rec merge_prompts : (input -> output) -> input list -> output = + fun merge_op inputs -> + List.fold_left + (fun acc (grammar, prev_results, new_example) -> + let open Result in + match merge_op (grammar, prev_results, new_example) with + | Ok merged_result -> + let updated_prev_results = + Previous_results.update prev_results new_example merged_result + in + Ok (merge_prompts merge_op [(grammar, updated_prev_results, C)]) + | Error e -> + if Error.should_retry e then + Error.handle e (fun () -> + merge_prompts merge_op [(grammar, prev_results, new_example)] + ) + else Error e) + inputs + |> Result.get_ok + +let rec merge_workflows : (input -> output) -> input list -> output = + fun merge_op inputs -> + List.fold_left + (fun acc (grammar, prev_results, new_example) -> + let open Result in + match merge_op (grammar, prev_results, new_example) with + | Ok merged_result -> + let updated_prev_results = + Previous_results.update prev_results new_example merged_result + in + Ok (merge_workflows merge_op [(grammar, updated_prev_results, C)]) + | Error e -> + if Error.should_retry e then + Error.handle e (fun () -> + merge_workflows merge_op [(grammar, prev_results, new_example)] + ) + else Error e) + inputs + |> Result.get_ok +``` +The `merge_prompts` function takes a merge operation and a list of inputs, and applies the merge operation to each input in the list, updating the previous results as it goes along. If an error occurs during the merge operation, it checks if the error should be retried, and if so, it retries the merge operation up to three times before giving up. + +The `merge_workflows` function is similar to `merge_prompts`, but instead of merging prompts, it merges workflows. Workflows are more complex than prompts, and may require additional processing or validation before they can be merged. The `merge_workflows` function provides a way to handle this complexity by allowing the user to define their own merge operation for workflows. + +To use these functions, you would need to define your own merge operations for prompts and workflows, as well as data types for grammar, previous results, new examples, and errors. You would then pass these data types and merge operations to the `merge_prompts` or `merge_workflows` functions, along with a list of inputs to be merged. + +For example, you could define a merge operation for prompts like this: +```ocaml +let merge_prompt : input -> output = + fun (grammar, prev_results, new_example) -> + let open Result in + let open Previous_results in + let open New_example in + let open Grammar in + + (* Check if the grammar matches the input *) + match check_grammar grammar new_example with + | Ok () -> + (* Merge the new example with the previous results *) + let merged_result = merge_previous_results prev_results new_example in + Ok merged_result + | Error e -> + Error e +``` +This function takes an input and checks if the grammar matches the new example. If it does, it merges the new example with the previous results using a custom merge operation, and returns the result as an `output`. If the grammar doesn't match, it returns an error. + +You could then use this `merge_prompt` function to merge a list of prompts like this: +```ocaml +let inputs = [(A, D, B); (A, D, C)] in +let merged_results = merge_prompts merge_prompt inputs in +``` +This would apply the `merge\_prompt` function to each input in the `inputs` list, merging the prompts as it goes along. The final result of the merging process is returned as `merged\_results`. + +Similarly, you could define a merge operation for workflows and use the `merge\_workflows` function to merge a list of workflows. + +Note that the code provided here is just an example, and may need to be adapted or modified to fit your specific use case. However, it provides a general idea of how you can implement a meta magical folder for merging streams of prompts and functional workflows for a large language model in OCaml. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_64.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_64.txt new file mode 100644 index 0000000..46233b3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_64.txt @@ -0,0 +1,103 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define data types for our inputs and outputs: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string + +type folder_input = { + grammar : grammar; + prev_results : result list; + new_example : example; +} + +type folder_output = { + result : result; + error : error option; +} +``` + +Now, let's create a function that takes a `folder_input`, applies the given grammar to generate a prompt, and combines it with the new example to create a new result. If an error occurs during this process, the function will return an error instead: + +```ocaml +let apply_grammar { grammar; prev_results; new_example } = + let open Option.Monad_infix in + let* () = + if List.length prev_results >= 3 then + Error "Maximum number of attempts reached" + else + Ok () + in + let rec generate_prompt i = + let prompt = grammar ^ "_" ^ string_of_int i in + if List.mem prompt prev_results then + generate_prompt (i + 1) + else + prompt + in + let* prompt = generate_prompt 0 in + let new_result = prompt ^ " " ^ new_example in + if String.length new_result > 1024 then + Error "Result exceeds maximum length" + else + Ok { result = new_result; error = None } +``` + +Now, we can create the `fold_magical_folder` function that takes a list of `folder_input`, applies the `apply_grammar` function to each element, and accumulates the results: + +```ocaml +let fold_magical_folder op acc = function + | [] -> acc + | h :: t -> + let open Option.Monad_infix in + let* result = apply_grammar h in + let acc' = op acc result in + fold_magical_folder op acc' t +``` + +This function can be used to combine the results of multiple prompts generated by the large language model. You may further customize and extend this code to suit your specific needs. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_65.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_65.txt new file mode 100644 index 0000000..957ce64 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_65.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the requirements you provided: +``` +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_inputs input1 input2 = + { + grammar = input1.grammar ^ " " ^ input2.grammar; + prev_results = input2.prev_results; + new_example = input2.new_example; + } + +let rec generate_prompt inputs acc = + let merged_input = List.fold_left merge_inputs { grammar = ""; prev_results = ""; new_example = "" } inputs in + let prompt = + "Given the following grammar and previous results, generate a new example:\n\n" + ^ merged_input.grammar ^ "\n\nPrevious Results:\n" ^ merged_input.prev_results ^ "\n\nNew Example: " + in + let result = LanguageModel.generate_response prompt in + if LanguageModel.is_acceptable result then + generate_prompt (result :: inputs) (result :: acc) + else if List.length inputs < 3 then + generate_prompt (result :: inputs) acc + else + acc + +let main () = + let input1 = { grammar = "High-tech code-based hacking game"; prev_results = "Dungeon exploration, monsters, treasures..."; new_example = "" } in + let input2 = { grammar = ""; prev_results = ""; new_example = "A player navigates a dungeon, encountering NPCs and objects" } in + let inputs = [input1; input2] in + let prompts = generate_prompt inputs [] in + List.iter print_endline prompts + +let () = main () +``` +This code defines a type for an input, which includes the grammar, previous results, and new example fields as described in your requirements. The `merge_inputs` function takes two inputs and returns a new input with the grammar fields concatenated and the other fields unchanged. The `generate_prompt` function recursively generates prompts by taking a list of inputs and an accumulator for storing the generated prompts. It uses the `LanguageModel.generate_response` function to generate a response for the current prompt, and checks if the result is acceptable using the `LanguageModel.is_acceptable` function. If the result is not acceptable and there are fewer than 3 failed attempts, it generates another prompt with the new result as input. If there are 3 failed attempts or more, it stops generating prompts. The main function initializes some inputs and calls the `generate_prompt` function to generate a list of prompts, which is then printed using the `List.iter print_endline` function. + +You can use this code as a starting point for your game and modify it to suit your specific needs. You may also want to add some additional functionality, such as saving and loading the generated prompts, or integrating with a tensor library for visualization. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_66.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_66.txt new file mode 100644 index 0000000..cc09ad4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_66.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function recursively applies a given operation `op` to an accumulator value `acc` and each element of a list, resulting in a final accumulated value. + +We will extend this concept to create a prompt generation system that combines different inputs: grammar, previous results, new examples, and potential errors. The goal is to generate creative and imaginative descriptions of code for a high-tech code-based hacking game. + +First, let's define some data structures to hold the required inputs and outputs: + +```ocaml +type prompt_input = { + grammar : string; + previous_results : string list; + new_example : string; +} + +type prompt_output = { + result : string; + errors : int; +} + +type merge_operation = Prompt of prompt_input -> prompt_output +``` + +Now, let's create a function that takes an initial input and applies a sequence of operations to it: + +```ocaml +let rec fold_prompts op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let output = op h in + fold_prompts op {acc with result = output.result; errors = acc.errors + output.errors} t +``` + +With this function, we can now define the individual operations for generating prompts based on different inputs: grammar, previous results, new examples, and potential errors. + +For example, here is a simple operation that uses only the grammar to generate a prompt: + +```ocaml +let create_prompt_from_grammar : merge_operation = + fun {grammar; _} -> + {result = "Generate a description of code based on the provided grammar: " ^ grammar; errors = 0} + +let initial_input : prompt_input = { + grammar = "An underground cave with monsters, treasures, and challenges"; + previous_results = []; + new_example = ""; +} + +let merged_prompt = fold_prompts create_prompt_from_grammar {result = ""; errors = 0} [initial_input] +``` + +To include other inputs (previous results, new examples, and potential errors) in the prompt generation process, you can define more operations similar to `create_prompt_from_grammar`, and then combine them using the `fold_prompts` function. This will enable you to create a flexible and customizable system for generating prompts and functional workflows for the large language model that suits your needs for generating creative and imaginative descriptions of code in the high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_67.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_67.txt new file mode 100644 index 0000000..2ad7f39 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_67.txt @@ -0,0 +1,81 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here is an example of how we might modify this function to suit our needs: + +```ocaml +let rec fold_workflow grammar acc examples max_attempts = + match examples with + | [] -> acc + | h :: t -> + let new_examples = h @ acc in + let rec try_examples i = + if i >= max_attempts then acc + else + let result = generate_description grammar new_examples in + if is_valid_output result then + try_examples (i + 1) + else + fold_workflow grammar (result :: new_examples) t max_attempts + in + try_examples 0 +``` + +This function takes four arguments: `grammar`, which is the set of rules used to generate descriptions; `acc`, which is the accumulated set of examples generated so far; `examples`, which is a list of new examples to use as input for generating new descriptions; and `max_attempts`, which is the maximum number of attempts allowed before returning the accumulated set of examples. + +The function works by recursively calling itself with updated inputs until it either reaches the maximum number of attempts or generates a valid output. On each iteration, it uses the current set of examples to generate a new description using the `generate_description` function (which would need to be implemented separately), and checks whether the result is valid using the `is_valid_output` function (also to be implemented separately). If the result is valid, it recursively calls itself with updated inputs; otherwise, it continues trying examples until it reaches the maximum number of attempts. + +Using this function, we can define a workflow for generating prompts and functional descriptions in our high-tech code-based hacking game. For example, we might use it to generate descriptions of monsters, treasures, or challenges as follows: + +```ocaml +let generate_monster_descriptions () = + let grammar = load_monster_grammar () in + let initial_examples = load_initial_monster_examples () in + let max_attempts = 3 in + fold_workflow grammar [] initial_examples max_attempts +``` + +This function loads the monster grammar and initial examples, sets the maximum number of attempts to 3, and then uses `fold_workflow` to generate a set of valid descriptions. We could define similar functions for generating descriptions of treasures, challenges, weapons, spells, artifacts, and other game elements. + +To incorporate this workflow into our game engine, we would need to create a system for visualizing the generated descriptions using shaders and `mathpylib`, as well as integrating it with the large language model and proof engine to create a fully immersive and interactive experience. This could involve rendering 3D models of monsters, treasures, and challenges based on their properties and behaviors, or displaying generated text descriptions in real-time using dynamic shaders and visual effects. + +Overall, building a flexible and customizable system for generating prompts and functional workflows for a large language model requires careful consideration of the input data, output validation, and performance optimizations to ensure that it can handle complex game scenarios and generate creative and imaginative descriptions in real-time. By combining the power of OCaml with modern graphics and machine learning technologies, we can create an augmented reality matrix game where players can write their own stories using code as a canvas. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_68.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_68.txt new file mode 100644 index 0000000..8714dfd --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_68.txt @@ -0,0 +1,88 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The revised function will take additional parameters to incorporate the game context and generate imaginative descriptions of code based on the given inputs. + +First, let's define some data structures to represent the game components: + +```ocaml +type example = string (* Initial examples or generated outputs *) +type grammar = string (* Grammar or description of a function/spell *) +type error = string (* Error messages during generation process *) +type result = {grammar: grammar; example: example} + +(* Maximum number of iterations to correct errors in the output *) +let max_iterations = 3 +``` + +Now, let's rewrite the `fold_left` function to generate outputs using a given grammar and initial examples. We will use a hypothetical language model represented by the `generate_description` function: + +```ocaml +(* The hypothetical language model that generates descriptions of code *) +val generate_description : grammar -> example list -> (example * error) list +``` + +The revised `fold_left` function will look like this: + +```ocaml +let rec fold_left op acc = function + | [] -> acc + | h :: t -> + let (result, errors) = generate_description h.grammar (h.example :: acc) in + match errors with + | [] -> fold_left op result t + | _ -> + (* If there are errors, try to fix them by re-generating the output *) + let rec fix_output i result = + if i > max_iterations then (result, [sprintf "Failed to correct errors after %d iterations" i]) + else + let (new_result, new_errors) = generate_description h.grammar result in + if new_errors = [] then fix_output (i + 1) new_result + else (result, [sprintf "Failed to correct errors after %d iterations" i]) + in + let (fixed_result, fixed_errors) = fix_output 1 result in + {grammar= h.grammar; example= fixed_result} :: fold_left op fixed_result t +``` + +In this version, we take the `generate_description` function as an external entity that uses a large language model to generate imaginative descriptions based on the given grammar and initial examples. The revised `fold_left` function will use the `generate_description` function to create new outputs while trying to fix errors in the generation process. + +With this implementation, you can easily integrate it with any large language model by defining the `generate_description` function according to your specific requirements and data formats. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_69.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_69.txt new file mode 100644 index 0000000..eb5647a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_69.txt @@ -0,0 +1,63 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. Here is some sample code that demonstrates how this might be done: +```vbnet +let rec fold_magical_folder grammar acc examples = + match examples with + | [] -> acc (* No more examples, return final accumulator value *) + | h::t -> + let new_output = generate_description grammar h in (* Generate new description using current example *) + let updated_acc = merge_descriptions acc new_output in (* Merge new output with existing descriptions *) + fold_magical_folder grammar updated_acc t (* Recursively process remaining examples *) +``` +In this code, `fold_magical_folder` takes three arguments: + +1. `grammar`: The current grammar being used to generate descriptions. +2. `acc`: An accumulator value that stores all of the generated descriptions so far. +3. `examples`: A list of examples that the language model should use to generate new descriptions. + +The function recursively processes each example in the list, generating a new description using the current grammar and example, merging the new output with the existing descriptions stored in the accumulator, and then repeating this process for the remaining examples. + +To customize the behavior of `fold_magical_folder`, we can define our own `generate_description` and `merge_descriptions` functions that implement the specific logic required for generating and merging descriptions in the context of the high-tech code-based hacking game. For example, we might define a `generate_description` function that uses a large language model to generate a creative and imaginative description of a piece of code, and a `merge_descriptions` function that combines multiple descriptions into a single, cohesive output using some heuristic or algorithmic method. + +Once we have defined these functions, we can use `fold_magical_folder` to generate new prompts and workflows for the language model, allowing us to explore the dungeon of knowledge and interact with its various objects and NPCs in a dynamic and engaging way. By encoding each function or spell of an object into an emoji string, we can also visualize the tensors generated by the language model using shaders and mathpylib, creating an augmented reality matrix game where players can write their own story. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_7.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_7.txt new file mode 100644 index 0000000..31d40f8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_7.txt @@ -0,0 +1,73 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and handle errors as needed. Here's some sample OCaml code that implements this: +```ocaml +type input = Grammar.t * PreviousResults.t * InitialExample.t * NewExample.t + +let rec fold_left op acc = function + | [] -> acc + | (grammar, prev_results, initial_example, new_example) :: t -> + let new_output = create_output grammar prev_results initial_example new_example in + let updated_acc = op acc new_output in + if is_valid updated_acc then updated_acc else ( + match t with + | [] -> failwith "Error: maximum number of attempts exceeded" + | h::t -> fold_left op updated_acc h + ) + +type output = Tensor.t + +let create_output grammar prev_results initial_example new_example = + let open Tensor in + (* Convert emoji string to tensor here *) + vectorize (quine_quotation (function_or_spell grammar initial_example new_example)) + +let is_valid output = + (* Validate tensor here, return true if valid else false *) + true +``` +In this code, we define a new type `input` that includes all the inputs needed for generating a new prompt and functional workflow. We then extend the `fold_left` function to take an input list instead of just a simple list of values. Each iteration of the fold operation creates a new output based on the current input and updates the accumulator if the output is valid. If the output is not valid, the function will attempt to create a new output up to three times before giving up. + +The `create_output` function takes in all the necessary inputs for creating a new tensor and converts the emoji string into a tensor using the `vectorize` function (which would need to be implemented separately). The `is_valid` function validates the created tensor and returns true if it is valid, false otherwise. + +This code provides a flexible framework for generating prompts and functional workflows for a large language model in the context of a high-tech code-based hacking game. It can be further customized to handle specific use cases as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_70.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_70.txt new file mode 100644 index 0000000..85534a3 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_70.txt @@ -0,0 +1,110 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code that implements the described behavior of folding streams of the matrix together into one. + +*Define types and functions to handle examples and errors* + +```ocaml +type example = string * string (* input, output *) +type error = string +type result = Success of string | Error of error list + +let print_result = function + | Success s -> Printf.printf "Success: %s\n" s + | Error es -> List.iter (fun e -> Printf.eprintf "Error: %s\n" e) es + +(* Combine two examples into one by merging inputs *) +let merge_examples (e1 : example) (e2 : example) = + let input1, output1 = e1 in + let input2, output2 = e2 in + input1 ^ " " ^ input2, output2 + +(* Combine two errors into one *) +let merge_errors (e1 : error) (e2 : error) = e1 ^ "; " ^ e2 + +(* Apply an operator to a result *) +let apply_op op res = + match res with + | Success s -> Success (op s) + | Error es -> Error es +``` + +*Create the fold function* + +```ocaml +(* Fold for large language model prompt workflows *) +let rec fold_llm_workflow op acc = function + | [] -> acc (* No more inputs left, return accumulator *) + | e :: rest -> ( + match acc with + | Error es -> + (* If there's an error in the previous step, keep it and move on to next input *) + fold_llm_workflow op (Error es) rest + | Success _ as acc' -> + let new_acc = apply_op op acc' e in + (* Test the output, if good repeat the loop; otherwise feed error back up to 3 times *) + let rec process_output_test_error i acc'' = + if i > 3 then Error [ "Error: Maximum number of retries exceeded." ] + else ( + match test_output new_acc with + | true -> fold_llm_workflow op acc'' rest (* If good, repeat the loop *) + | false -> process_output_test_error (i + 1) (Error [ "Error: Output failed validation." ]) + ) + in + process_output_test_error 1 new_acc + ) +and test_output (Success s) = true (* Implement a function to validate the output *) +``` + +*Example usage* + +```ocaml +(* Initialize with some initial examples and grammar rules *) +let initial_examples = [ ("A", "B"); ("C", "D") ] in +let grammar = "The rules of grammar" in + +(* Start the folding process *) +fold_llm_workflow merge_examples (Success grammar) initial_examples |> print_result +``` + +This example demonstrates a flexible and customizable system for generating prompts and functional workflows using OCaml. The language model can be integrated into the `test_output` function to validate generated descriptions of code in a high-tech code-based hacking game or other applications as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_71.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_71.txt new file mode 100644 index 0000000..bac6faa --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_71.txt @@ -0,0 +1,76 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of a matrix in a high-tech code-based hacking game: +```ocaml +type input = Grammar.t * Previous_results.t * New_example.t +type output = Previous_results.t +type error = string + +exception Error of error + +let rec merge_streams ~max_errors grammar prev_results new_examples = + let open Grammar in + let open Previous_results in + let open New_examples in + let merge acc (grammar, prev_result, new_example) = + try + let merged = Language_model.generate grammar prev_result new_example in + let tested_merged = Test.test merged in + if Test.is_good tested_merged then + { prev_results with result = merged } + else + raise (Error "Test failed") + with + | Error "Test failed" when max_errors > 0 -> + merge_streams ~max_errors:(max_errors - 1) grammar { prev_results with errors = succ prev_results.errors } new_examples + | e -> raise (Error (Printer.to_string e)) + in + fold_left merge prev_results (List.combine [grammar] (prev_results :: new_examples)) +``` +This code defines three types: `input`, `output`, and `error`. The `input` type represents the input to the merging function, which consists of a grammar, previous results, and a new example. The `output` type represents the output of the merging function, which is simply the updated previous results with the merged result included. The `error` type is used to represent any errors that occur during the merging process. + +The `merge_streams` function takes three arguments: the maximum number of errors allowed before giving up (`max_errors`), a grammar (`grammar`), previous results (`prev_results`), and a list of new examples (`new_examples`). The function uses the `fold_left` higher-order function to iterate over the input list, applying the `merge` function to each element. + +The `merge` function takes an accumulator and an input, and applies the language model to generate a merged result from the grammar, previous results, and new example. It then tests the merged result using the `Test` module, and if the result is good, updates the accumulator with the merged result. If the test fails and the maximum number of errors has not been reached, the function calls itself recursively to try merging again with one fewer error allowed. If an error occurs during merging that is not related to a failed test, it raises an `Error` exception with a string representation of the error. + +Note that this code uses several other modules and functions defined elsewhere in the system, such as `Language_model`, `Test`, and various data types like `Grammar`, `Previous_results`, and `New_examples`. These modules and functions would need to be defined and implemented separately as part of the larger system. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_72.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_72.txt new file mode 100644 index 0000000..4f6992a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_72.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on your description: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let rec merge_inputs acc input = + let { grammar; prev_results; new_example } = input in + let merged = Grammar.merge grammar prev_results new_example in + if Grammar.is_valid merged then + merged + else if List.length acc < 3 then + merge_inputs (merged :: acc) input + else + failwith "Failed to merge inputs after 3 attempts" + +let rec fold_left op acc = function + | [] -> acc + | h::t -> fold_left op (op acc (merge_inputs acc h)) t + +type output = { language_model : string; tensor : tensor } + +let rec generate_description acc input = + let { language_model; tensor } = LanguageModel.generate_description input in + if LanguageModel.is_creative language_model then + { language_model; tensor } + else if List.length acc < 3 then + generate_description (tensor :: acc) input + else + failwith "Failed to generate description after 3 attempts" + +let rec fold_right op acc = function + | [] -> acc + | h::t -> op h (fold_right op acc t) + +let merge_and_generate inputs outputs = + let merged_inputs = List.map merge_inputs inputs in + let descriptions = fold_left generate_description [] merged_inputs in + fold_right LanguageModel.visualize descriptions outputs +``` +In this code, we define three types: `input`, which represents the input to the merging function and contains the grammar, previous results, and new example; `output`, which represents the output of the generating function and contains the language model and tensor; and `tensor`, which is a placeholder for the actual tensor data type. + +The `merge_inputs` function takes an accumulator list of merged inputs and an input record, and merges the input record into the accumulator list by applying the `Grammar.merge` function. If the merged result is valid (i.e., it conforms to the grammar), it returns the merged result; otherwise, if there are fewer than three attempts made so far, it recursively calls itself with an updated accumulator list; otherwise, it throws an exception. + +The `fold_left` function applies a binary operation `op` to each element of a list from left to right and an initial accumulator value, similar to the previous `folder` code you provided. In this case, we use `merge_inputs` as the binary operation. + +The `generate_description` function takes an accumulator list of tensors and an input record, and generates a description of the input using the language model by applying the `LanguageModel.generate_description` function. If the generated description is creative (i.e., it satisfies some criteria for creativity), it returns the description; otherwise, if there are fewer than three attempts made so far, it recursively calls itself with an updated accumulator list; otherwise, it throws an exception. + +The `fold_right` function applies a binary operation `op` to each element of a list from right to left and an initial accumulator value, similar to the previous `folder` code you provided. In this case, we use `LanguageModel.visualize` as the binary operation, which visualizes the tensor using shaders and mathpylib. + +The `merge_and_generate` function takes a list of input records and a list of output records, merges the inputs into a valid grammar using `merge_inputs`, generates descriptions for the merged inputs using `generate_description`, and visualizes the tensors in each description using `fold_right`. The resulting visualized tensors are returned as the final output. + +This code can be customized to suit your needs by implementing the `Grammar` and `LanguageModel` modules with appropriate functions for merging grammars, generating descriptions, checking grammatical validity, and checking creativity. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_73.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_73.txt new file mode 100644 index 0000000..20a8f6a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_73.txt @@ -0,0 +1,94 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include the necessary inputs and functionality. Here's an example OCaml code that implements this: +```ocaml +type input = { + grammar : string; + prev_results : string option; + new_example : string; +} + +type output = { + result : string; + test_result : bool; +} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | h :: t -> + let input = h in + let new_output = { + result = op input.grammar input.prev_results input.new_example; + test_result = test_model_output input.result; + } in + if new_output.test_result then + fold_left op acc t + else if List.length t < 3 then + fold_left op { acc with prev_results = Some new_output.result } t + else + acc + +let test_model_output output = ... + +let generate_description grammar prev_results new_example = + let op _ _ example = language_model_description grammar example in + fold_left op { result = prev_results; test_result = false } [ + { grammar; prev_results = None; new_example }; + { grammar; prev_results = Some prev_results; new_example }; + { grammar; prev_results = Some prev_results; new_example }; + ] + +let language_model_description grammar example = ... +``` +Here, the `input` type represents a set of inputs to the language model, including the grammar, previous results (if any), and a new example. The `output` type includes the generated output and a boolean indicating whether it passed the test or not. + +The `fold_left` function is used to recursively apply the `op` operation on each input in the list until a satisfactory result is obtained. The accumulator variable `acc` keeps track of the previous results for testing purposes. + +The `test_model_output` function tests whether the generated output passes certain criteria, such as being grammatically correct or making logical sense. This can be implemented using regular expressions, grammar checking tools, or other methods. + +The `generate_description` function takes in the same inputs as the original code snippet and uses the `fold_left` function to recursively generate new descriptions until a satisfactory one is found. It then returns this description along with any necessary metadata. + +The `language_model_description` function implements the actual language model that generates descriptions based on the input grammar and example. This can be implemented using natural language processing libraries, machine learning models, or other methods. + +Overall, this system provides a flexible and customizable way to generate prompts and functional workflows for a large language model, allowing for creative and imaginative descriptions of code in a high tech code based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_74.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_74.txt new file mode 100644 index 0000000..62e30f4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_74.txt @@ -0,0 +1,108 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in the code snippet. This function applies a binary operator to an accumulation value and each element of a list, moving from left to right. We will extend this function to create a more sophisticated system for generating prompts and functional workflows. + +First, let's define data types representing the components involved in our system: + +```ocaml +type grammar = string +type example = string +type result = string +type error = string +type feedback = (result * error) list + +type 'a t = { + mutable op : 'a -> example -> ('a * feedback) option; + accumulator : 'a; + grammar : grammar; +} +``` + +Now, let's redefine the `fold_left` function as a recursive function within our type: + +```ocaml +let rec fold_op t input = + match t.op (t.accumulator) input with + | Some (acc, feedback) -> + t.accumulator <- acc; + List.iter (fun (r, e) -> Printf.printf "Error: %s\n" e); + fold_op t input + | None -> t.accumulator +``` + +Next, let's define functions for initializing the system and running it with a list of examples: + +```ocaml +let init grammar op = { acc = ""; op; grammar } + +let rec run_examples t ex_list = + match ex_list with + | [] -> t.accumulator + | h :: t -> run_examples (fold_op t h) t +``` + +We can now create custom operators to generate prompts and functional workflows based on the grammar and examples provided. These operators will handle testing, error reporting, and retrying with a maximum of three attempts: + +```ocaml +let make_grammar_op grammar max_retries = + let counter = ref 0 in + fun acc example -> + if !counter < max_retries then + incr counter; + let result, error = run_examples (init grammar (fun _ e -> Some (e, []))) [example] in + if String.length error = 0 then + Some (result, []) + else + Some (acc, [(result, error)]) + else None +``` + +Now, we can use the `make_grammar_op` function to generate a custom operator for generating prompts and functional workflows based on a given grammar and maximum retry count: + +```ocaml +let my_custom_operator = make_grammar_op "my_custom_grammar" 3 + +let final_result = run_examples (init "" my_custom_operator) example_list +``` + +This code provides a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game. By defining specific grammar, operators, and examples, you can create an engaging and interactive gaming experience that incorporates creative and imaginative descriptions of code based on user interactions. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_75.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_75.txt new file mode 100644 index 0000000..6c0f4b5 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_75.txt @@ -0,0 +1,109 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model, as described in the task: +```ocaml +open Lib + +(* Define the type for the input parameters *) +type params = { + grammar : string; + prev_results : string; + new_example : string; +} + +(* Define the type for the output *) +type output = { + merged : string; + tested : bool; +} + +(* Define the function for merging two streams using a given operator *) +let merge_streams ~op acc strm = + fold_left (fun acc x -> op acc x) acc strm + +(* Define the function for testing the merged output *) +let test_output output = + (* Add code here to test the merged output and return a boolean value indicating if it's good or not *) + true + +(* Define the function for creating a new output with error handling *) +let create_new_output ~max_attempts params = + let rec aux attempts = + if attempts > max_attempts then + { merged = ""; tested = false } + else + let merged = merge_streams ~op:(++) params.prev_results [params.grammar; params.new_example] in + let result = { merged; tested = test_output merged } in + if result.tested then + result + else + aux (attempts + 1) + in + aux 1 + +(* Define the main function for the meta magical folder *) +let meta_magical_folder ~max_attempts params = + let rec aux attempts params = + if attempts > max_attempts then + failwith "Max attempts reached" + else + let new_output = create_new_output ~max_attempts params in + if new_output.tested then + new_output + else + let new_params = { params with prev_results = new_output.merged } in + aux (attempts + 1) new_params + in + aux 1 params +``` +In this code, we define the types for the input parameters and output, as well as several functions for merging streams, testing the merged output, and creating a new output with error handling. The main function is `meta_magical_folder`, which takes as input the maximum number of attempts and a set of parameters for the merge operation, and recursively calls itself until a good merged output is obtained or the maximum number of attempts is reached. + +To use this code, you can define a specific operator `op` for merging streams, instantiate the `params` record with the input parameters, and call the `meta_magical_folder` function with these values. The function will return an output record containing the merged output and a boolean value indicating if it has been tested or not. + +Note that in this code, we assume that there is a separate library `Lib` that defines the `fold_left` function for folding a list using a given operator. You can implement this function using standard OCaml syntax as follows: +```ocaml +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t +``` +This function takes as input an operator `op`, an accumulator value `acc`, and a list `lst`, and applies the operator to each element of the list in order, starting with the accumulator value. The result is a single value obtained by combining all the elements of the list using the given operator. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_76.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_76.txt new file mode 100644 index 0000000..9bf765b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_76.txt @@ -0,0 +1,85 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the description provided: + +```ocaml +type input = { + grammar : string; + previous_results : string option; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec fold_left op acc inputs = + match inputs with + | [] -> acc + | { grammar; previous_results; new_example } :: t -> + let new_output = generate_description grammar previous_results new_example in + if new_output.is_good then + fold_left op (op acc new_output) t + else + let improved_output = improve_description new_output in + fold_left op (op acc improved_output) t + +and generate_description grammar previous_results new_example = + (* Implement the logic for generating a creative and imaginative description of code + based on the provided inputs, using a large language model and a proof engine. *) + { result = "Generated description"; is_good = true } + +and improve_description output = + (* Implement the logic for improving a previously generated description that was not good enough. + This could involve feeding the error back to the creation process, or using some other heuristic. *) + { result = "Improved description"; is_good = true } +``` + +In this code, the `fold_left` function is used to repeatedly apply a combination function `op` to an accumulator value `acc` and a list of inputs, until all inputs have been processed. The function takes care of checking whether each generated description is good enough, and if not, improving it using some heuristic before moving on to the next input. + +The `generate_description` function implements the logic for generating a creative and imaginative description of code based on the provided inputs, using a large language model and a proof engine. The implementation details of this function are left unspecified, as they depend on the specifics of the language model and proof engine used. + +The `improve_description` function implements the logic for improving a previously generated description that was not good enough. This could involve feeding the error back to the creation process, or using some other heuristic. The implementation details of this function are also left unspecified, as they depend on the specifics of the improvement strategy used. + +Overall, this code provides a flexible and customizable system for generating prompts and functional workflows for a language model, which can be adapted to different use cases and scenarios by modifying the `generate_description` and `improve_description` functions as needed. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_77.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_77.txt new file mode 100644 index 0000000..8a84535 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_77.txt @@ -0,0 +1,89 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the OCaml code. The goal is to generate creative and imaginative descriptions of code in a high-tech code-based hacking game. Here's an updated version of the code that handles different types of inputs and iterations for generating new outputs: + +```ocaml +type input_t = { + grammar : string; + prev_result : string option; + new_example : string; +} + +type output_t = { + text : string; + is_good : bool; +} + +let rec merge_workflows op acc inputs = + match inputs with + | [] -> acc + | h::t -> + let result = + match h.prev_result with + | Some prev -> op acc { grammar = h.grammar; new_example = h.new_example; prev_result = None } prev + | None -> op acc h + in + if result.is_good then + merge_workflows op result t + else + merge_workflows op acc (h :: t) + +(* Helper function to test the output. You can replace this with your custom testing logic. *) +let test_output _ : bool = true + +(* The combining function that uses a large language model to generate new outputs based on the input and previous results. *) +let op acc input = + let open Input in + { + text = "Generated output: " ^ LargeLanguageModel.generate ~grammar:grammar ~previous_examples:(Option.value ~default:[] prev_result) ~new_example new_example; + is_good = test_output (text acc) (text input); + } + +(* Initialize accumulator with initial example and start merging workflows *) +let initial_acc = { text = "Initial example: " ^ B.contents; is_good = true } +let final_result = merge_workflows op initial_acc inputs +``` + +This updated code introduces two new types `input_t` and `output_t`, which represent the input configurations for each workflow step and their corresponding results, respectively. The main function is `merge_workflows`, which recursively merges the input streams by applying the combining function `op`. The helper function `test_output` checks if the generated output meets your criteria (you should replace this with a more accurate test). Finally, the function `op` combines the input and previous results to generate new outputs using the large language model. + +Please note that you would need to implement the `LargeLanguageModel.generate` function, which generates an output based on the given grammar, previous examples, and new example inputs. Also, you should replace the `test_output` helper function with a more accurate testing logic tailored for your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_78.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_78.txt new file mode 100644 index 0000000..410925b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_78.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging streams of the matrix in the context of your high-tech code-based hacking game: +```ocaml +open List + +(* Define the type of game elements *) +type game_elem = + | Grammar of string + | PrevResults of string + | NewExample of string + | Output of string + | Error of string + +(* Define the function for testing the output *) +let rec test_output out = + (* Add your custom testing logic here *) + print_string ("Testing output: " ^ out); + true + +(* Define the function for merging game elements *) +let rec merge_elements elems = + match elems with + | [Grammar grammar; PrevResults prev; NewExample new_ex] -> + (* Generate a new output based on the input parameters *) + let new_output = "New output generated from: " ^ grammar ^ ", " ^ prev ^ ", and " ^ new_ex in + Output new_output + | Output out :: Error err :: [] -> + if test_output out then + merge_elements [Grammar (fst out); PrevResults (snd out); NewExample (err + "_corrected")] + else + merge_elements [Grammar (fst out); PrevResults (snd out); NewExample err] + | Error _ :: [] -> raise (Failure "Error: No more attempts left") + | _ -> raise (Failure "Error: Invalid input parameters") + +(* Define the main function for folding streams of game elements *) +let rec folder elems = + let folded_elems = merge_elements elems in + match folded_elems with + | Output out -> + (* Print the output and repeat the loop with new input parameters *) + print_endline ("Output: " ^ out); + folder [Grammar (Random.string 10); PrevResults out; NewExample ""] + | Error err -> + if List.length elems > 3 then + folder (List.tl (List.tl (List.tl elems))) + else + raise (Failure ("Error: Failed to generate valid output after " ^ string_of_int (List.length elems - 1) ^ " attempts. Error: " ^ err)) + | _ -> + folder (folded_elems @ [Grammar (Random.string 10); PrevResults ""; NewExample ""]) +``` +This code defines the type of game elements and functions for merging them together, testing the output, and folding streams of game elements to generate creative and imaginative descriptions of code in your high-tech code-based hacking game. You can customize this code to suit your specific needs by modifying the `test_output` function and adding any additional logic required for generating new outputs based on the input parameters. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_79.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_79.txt new file mode 100644 index 0000000..c981743 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_79.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + success : bool; +} + +let merge_prompts (inputs : input list) : output = + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + let merge_functions acc input = + let open Input in + let open Output in + if success then + { result = acc.result ^ "\n" ^ grammar ^ ": " ^ new_example; success = true } + else + { result = acc.result ^ "\nError: Failed to generate valid output for example: " ^ new_example; success = false } + in + let init_output = { result = ""; success = false } in + let merged_output = List.fold_left merge_functions init_output inputs in + merged_output +``` +The `input` type represents the input to the merging function, which includes the grammar, previous results, and a new example. The `output` type represents the output of the merging function, which includes the generated code and a boolean indicating whether the merge was successful or not. + +The `merge_prompts` function takes a list of inputs and applies the `fold_left` function to merge the prompts together. The `merge_functions` function is called for each input in the list, and it merges the new example into the previous results using the specified grammar. If the generated code is valid, it is added to the result string; otherwise, an error message is added to the result string. + +The `init_output` variable represents the initial output of the merging function, which includes an empty result string and a boolean indicating that the merge has not yet been successful. The `merged_output` variable represents the final output of the merging function, which includes the merged code and a boolean indicating whether the merge was successful or not. + +With this meta magical folder, we can easily merge together large language model prompt workflows to generate creative and imaginative descriptions of code in our high-tech code-based hacking game. The resulting merged code can then be visualized using shaders and mathpylib to create an augmented reality matrix game where the player writes their own story. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_8.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_8.txt new file mode 100644 index 0000000..5dd0ac4 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_8.txt @@ -0,0 +1,74 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model in a high-tech code-based hacking game: +```ocaml +open List + +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_inputs inputs = + let folder op acc input = + let open input in + let open acc in + { + grammar = op grammar gramma; + prev_results = op prev_results (prev_res ++ new_ex); + new_example = op new_example (op new_ex exmp) + } + in + let initial_acc = { gramma = ""; prev_res = ""; new_ex = "" } in + fold_left folder initial_acc inputs + +let rec merge_and_test inputs n = + if n = 0 then failwith "Maximum number of merge attempts reached" + else + let merged_inputs = merge_inputs inputs in + let new_output = generate_description merged_inputs in + if is_valid new_output then merged_inputs + else merge_and_test inputs (pred n) +``` +This code defines a `merge_inputs` function that takes a list of `input` records, each containing the grammar, previous results, and new example for a particular stream, and merges them together into a single `input` record using a folder function. The folder function takes an accumulator record and an input record as arguments, and returns a new accumulator record with the merged values. + +The code also defines a `merge_and_test` function that recursively merges and tests the inputs until a valid output is generated or the maximum number of attempts is reached. The function takes a list of `input` records and a counter `n`, and returns the merged inputs if the output is valid, or raises an exception if the maximum number of attempts is reached. + +Note that this code is just an example and may need to be adapted to fit the specific requirements of your game and language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_80.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_80.txt new file mode 100644 index 0000000..0370505 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_80.txt @@ -0,0 +1,79 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the description provided: +```ocaml +type input = { grammar : string; prev_results : string; new_example : string } + +let merge_inputs input1 input2 = + { + grammar = input1.grammar ^ " " ^ input2.grammar; + prev_results = input2.prev_results; + new_example = input2.new_example; + } + +let rec generate_prompt acc input = + let open Input in + let new_output = + LanguageModel.generate ~grammar:grammar ~prev_results:prev_results ~new_example:new_example () + in + if LanguageModel.test new_output then + generate_prompt (merge_inputs acc input) input + else if List.length acc < 3 then + generate_prompt acc { grammar; prev_results = new_output; new_example } + else failwith "Failed to generate a valid prompt after 3 attempts" + +let main () = + let open Input in + let initial_input = { grammar = A; prev_results = D; new_example = B } in + let final_prompt = generate_prompt [] initial_input in + printf "Final prompt: %s\n" final_prompt.new_example + +let () = main () +``` +This code defines a type for the input to the `generate_prompt` function, which consists of the grammar, previous results, and new example provided to the function. The `merge_inputs` function is used to merge two inputs into one by concatenating their grammars and using the second input's previous results and new example. + +The `generate_prompt` function takes an accumulator (which is used to keep track of the previous attempts) and an input, and generates a new prompt using the language model based on the input's grammar, previous results, and new example. If the generated prompt passes the test function, it is used as the new input for another iteration of the function. If not, and if there are less than 3 attempts so far, a new attempt is made with an updated input. If there have been 3 failed attempts, the function throws an exception. + +The `main` function initializes the language model, defines an initial input, and starts the recursive process of generating prompts by calling the `generate_prompt` function with an empty accumulator and the initial input. Once a valid prompt has been generated, it is printed to the console. + +You can customize this code to suit your needs by modifying the types, functions, and logic as necessary. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_81.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_81.txt new file mode 100644 index 0000000..c2cf02e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_81.txt @@ -0,0 +1,105 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) + +(* assume that `test_result` checks if the given result is good, + and returns `true` if it is and `false` otherwise. It also takes an + optional parameter `error` to feed back to create a new result. *) +val test_result : result -> (result option * string) option + +(* assume that `create_new_result` creates a new result using the given + grammar and example, and possibly the error message from the previous + attempt. It returns `None` if it fails to create a new result after 3 attempts. *) +val create_new_result : string -> example -> (result option * string) option + +let rec merge_streams stream1 stream2 = + match stream1, stream2 with + | [], [] -> None (* both streams are empty *) + | h1::t1, h2::t2 -> + (match test_result h1, test_result h2 with + | Some (true, _), Some (true, _) -> + (* both results are good, pick one using the given grammars *) + let (grammar1, grammar2) = (fst stream1.grammar, fst stream2.grammar) in + if Random.float 1.0 < Grammar.similarity grammar1 grammar2 then + merge_streams { stream1 with result = h1 } t2 + else + merge_streams t1 { stream2 with result = h2 } + | Some (false, err1), Some (true, _) -> + (* first result is bad and second one is good, create a new result *) + (match create_new_result grammar1.example stream2.previous_example with + | Some (res, _) -> merge_streams { stream1 with previous_example = h1 } { stream2 with result = res } + | None -> merge_streams t1 stream2) + | Some (true, _), Some (false, err2) -> + (* first result is good and second one is bad, create a new result *) + (match create_new_result grammar2.example stream1.previous_example with + | Some (res, _) -> merge_streams { stream1 with result = res } { stream2 with previous_example = h2 } + | None -> merge_streams stream1 t1) + | Some (false, err1), Some (false, err2) -> + (* both results are bad, create a new result for each *) + (match create_new_result grammar1.example stream2.previous_example with + | Some (res1, _) -> + (match create_new_result grammar2.example stream1.previous_example with + | Some (res2, _) -> merge_streams { stream1 with result = res1 } { stream2 with result = res2 } + | None -> merge_streams t1 stream2) + | None -> merge_streams t1 t2) + | _, None -> + (* second stream is empty, pick the first one *) + Some (h1, { stream1 with previous_example = h1 }) + | None, _ -> + (* first stream is empty, pick the second one *) + Some (h2, { stream2 with previous_example = h2 })) + | [], h2::_ -> Some (h2, { stream2 with previous_example = h2 }) + | h1::_, [] -> Some (h1, { stream1 with previous_example = h1 }) +``` +This code defines two types: `example` and `result`, which represent the type of examples and results respectively. It also assumes that there are two functions `test_result` and `create_new_result` for testing a result and creating a new result using the given grammar and example, respectively. + +The function `merge_streams` takes two streams (i.e., pairs of grammars and results) as input, and recursively merges them by picking one result at a time based on their goodness and similarity of their corresponding grammars. If both results are bad, it creates a new result for each stream using the `create_new_result` function. + +The function returns `None` if both streams are empty, or if either stream is empty after merging all the good results. It returns `Some (result, { stream with previous\_example = result })` if the merged result is good, where `stream` represents the updated stream with the latest result as its `previous_example`. + +Note that this implementation assumes that the given grammars and examples are not null, and that the `test_result` and `create_new_result` functions return valid results. It also assumes that the `Grammar.similarity` function returns a float value between 0 and 1, representing the similarity between two given grammars. + +To use this implementation in practice, one needs to define the actual types of examples and results, as well as the `test_result` and `create_new_result` functions for the specific language model and task at hand. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_82.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_82.txt new file mode 100644 index 0000000..684e653 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_82.txt @@ -0,0 +1,117 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix in the context of generating prompts and functional workflows for a large language model: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs input1 input2 = + { + grammar = input1.grammar ^ " " ^ input2.grammar; + prev_results = input2.new_example; + new_example = input1.new_example; + } + +let merge_outputs output1 output2 = + if output1.is_good && output2.is_good then + { result = output1.result ^ "\n" ^ output2.result; is_good = true; } + else if output1.is_good then + output2 + else if output2.is_good then + output1 + else + { result = "Error: both outputs are not good"; is_good = false; } + +let rec merge_streams stream1 stream2 acc = + match (stream1, stream2) with + | ([], []) -> List.rev acc + | (h1::t1, []) -> merge_streams t1 [] (merge_outputs h1 acc) + | ([], h2::t2) -> merge_streams t2 [] (merge_outputs h2 acc) + | (h1::t1, h2::t2) -> + let merged = merge_inputs h1 h2 in + merge_streams t1 t2 ((merge_outputs (merge_functions [h1; h2] merged)) :: acc) + +and merge_functions functions acc = + match functions with + | [] -> List.rev acc + | h::t -> + let merged = merge_functions t [] in + if h.is_good then + merge_functions t (h :: merged) + else + merge_functions t merged + +let rec generate_prompt grammar prev_results examples count = + if count = 0 then + { result = ""; is_good = false; } + else + let new_example = List.hd examples in + let input = { grammar; prev_results; new_example } in + let output = generate_function input in + { + result = output.result ^ "\n"; + is_good = output.is_good && (count > 1 || not (String.equal prev_results output.result)); + } + +let rec generate_workflow grammar examples count = + if count = 0 then + [] + else + let functions = List.map (fun _ -> generate_prompt grammar "" [List.hd examples] count) (List.init count (fun _ -> ())) in + merge_functions functions +``` +The code defines two types `input` and `output`, representing the input parameters to the merging function and the resulting output of a merged stream, respectively. The `merge_inputs` function combines the grammar, previous results, and new example from two inputs into one using string concatenation. The `merge_outputs` function takes two outputs and returns a new output based on whether both are good or not. + +The `merge_streams` function is a recursive function that takes two streams of inputs and an accumulator, and merges them together by generating the corresponding outputs using the `generate_function` function (which is not defined in this code), and then merging the outputs using the `merge_outputs` function. The `merge_functions` function takes a list of functions with their results and merges them into one using the `merge_outputs` function. + +The `generate_prompt` function generates a prompt by taking a grammar, previous results, examples, and count as input, and returns an output based on whether the generated prompt is good or not. The `generate_workflow` function takes a grammar, examples, and count as input, and generates a workflow by generating a list of functions using the `generate_prompt` function, and then merging them into one using the `merge_functions` function. + +Note that this is just an example implementation, and it may not perfectly suit your needs. You can modify and extend this code to fit your specific use case for generating prompts and functional workflows for a large language model. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_83.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_83.txt new file mode 100644 index 0000000..890bee8 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_83.txt @@ -0,0 +1,77 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a fold\_left function for merging large language model prompt workflows: +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string; + new_example : string; +} + +type merge_result = { + success : bool; + output : string; +} + +let rec merge_prompt_workflows : prompt_workflow list -> merge_result = + fun workflows -> + let op acc workflow = + (* Merge the current workflow with the accumulated result *) + (* This is where you would implement your custom merging logic *) + let merged_output = + String.concat "\n" [ + acc.output; + workflow.grammar; + workflow.prev_results; + workflow.new_example; + ] + in + { success = true; output = merged_output } + in + fold_left op { success = false; output = "" } workflows +``` +In this code, the `prompt_workflow` type represents a single prompt workflow with fields for grammar, previous results, and new example. The `merge_result` type represents the result of merging multiple prompt workflows, including a boolean success field and a string output field. The `merge_prompt_workflows` function is a recursive function that takes a list of `prompt_workflow` as input and returns a `merge_result`. + +The function uses the `fold_left` function to iterate through the list of prompt workflows, accumulating a merged output string along the way. The `op` function is where you would implement your custom logic for merging individual prompt workflows together. In this example, the function simply concatenates the fields of each prompt workflow with newline characters in between. + +Note that this code is just an example and does not include any error handling or validation logic. You would need to modify it to suit your specific needs and use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_84.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_84.txt new file mode 100644 index 0000000..28b3e9b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_84.txt @@ -0,0 +1,75 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. Here's a suggested implementation that merges different prompt workflows based on user inputs: + +1. Define a custom operation (function) to merge two prompt workflows. This function will combine grammars and examples. +2. Implement error handling and feedback loops for generating new outputs when the result is not satisfactory. +3. Create an interactive interface for users to input their preferences and guide the system in generating creative descriptions. + +Here's some OCaml code to get started: + +```ocaml +(* Util function for merging grammars *) +let merge_grammars g1 g2 = + g1 @ g2 (* Concatenation of lists *) + +(* User-defined operation for folding prompt workflows *) +let rec merge_prompts op acc = function + | [] -> acc + | (grammar, prev_results, new_example) :: t -> + let merged_grammar = merge_grammars grammar.A acc.A in + let new_output = generate_description merged_grammar prev_results new_example in + if is_good_description new_output then + { A = merged_grammar; B = prev_results; C = new_example; D = new_output } + else + merge_prompts op { A = merged_grammar; B = prev_results; C = new_example; D = acc.D } t + +(* User interface for inputting preferences and controlling the system *) +let rec user_interface () = + let grammar, prev_results, new_example = prompt_user_for_inputs () in + let merged_output = merge_prompts merge_prompts { A = []; B = prev_results; C = new_example; D = initial_output } [(grammar, prev_results, new_example)] in + display_output merged_output; + if should_continue () then user_interface () else exit 0 +``` + +This code can be extended and customized further to suit the needs of your high-tech code-based hacking game. The `merge_grammars`, `merge_prompts`, and `user_interface` functions serve as a starting point for combining prompt workflows and interacting with users in an engaging way. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_85.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_85.txt new file mode 100644 index 0000000..abafe1c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_85.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define some types to represent our data: + +```ocaml +type grammar = string +type result = string +type example = string +type error = string +type workflow = grammar -> example -> (result * error) option +``` + +Next, we can create a function that takes a `workflow` and applies it to the given inputs: + +```ocaml +let apply_workflow workflow grammar examples = + let rec fold_workflow acc exs = + match exs with + | [] -> acc + | h :: t -> ( + match workflow grammar h with + | Some (res, err) -> fold_workflow (Some (res, err) :: acc) t + | None -> fold_workflow acc t + ) + in + match fold_workflow [] examples with + | [] -> None + | h :: _ -> h +``` + +Now, we can define a helper function to test the results and create new outputs up to three times: + +```ocaml +let rec try_generate_output workflow grammar example max_attempts = + match max_attempts with + | 0 -> None + | _ -> ( + match apply_workflow workflow grammar [example] with + | Some (result, _) when String.length result > 0 -> Some (result, "") + | _ -> + let new_example = "default example" in + try_generate_output workflow grammar new_example (max_attempts - 1) + ) +``` + +Finally, we can create the main `meta_magical_folder` function: + +```ocaml +let meta_magical_folder workflow initial_grammar initial_example max_attempts = + let rec loop grammar example = + match try_generate_output workflow grammar example max_attempts with + | Some (result, err) -> + if String.length result > 0 then + loop grammar result + else + raise (Failure "Failed to generate a valid output") + | None -> () + in + loop initial_grammar initial_example +``` + +This `meta_magical_folder` function takes a `workflow`, an initial grammar, an initial example, and the maximum number of attempts. It recursively applies the workflow to generate new outputs until a valid result is obtained or the maximum number of attempts is reached. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_86.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_86.txt new file mode 100644 index 0000000..cd7af90 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_86.txt @@ -0,0 +1,101 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a large language model, based on the requirements provided: + +```ocaml +open Core +open Async + +type example = { mutable text : string; mutable is_good : bool } +type grammar = string +type result = { text : string; is_good : bool } + +let rec fold_left op acc examples = + match examples with + | [] -> acc + | h :: t -> + let new_acc = op acc h in + if new_acc.is_good then + new_acc + else + (match t with + | [] -> new_acc + | _ :: _ -> fold_left op new_acc t) + +let rec generate_prompt grammar previous_result example = + let open Deferred.Let_syntax in + let%bind model_output = Language_model.generate grammar in + let output = { text = Model_output_parser.parse model_output; is_good = false } in + if output.is_good then return output + else if Example_manager.attempts_left example > 0 then ( + Example_manager.increment_attempts example ; + generate_prompt grammar previous_result example + ) else return previous_result + +let rec play_game initial_grammar examples = + let open Deferred.Let_syntax in + let%bind initial_result = generate_prompt initial_grammar { text = ""; is_good = true } None in + let rec loop grammar results examples = + match examples with + | [] -> return results + | h :: t -> ( + match%bind generate_prompt grammar (List.last_option results |> Option.value ~default:initial_result) h with + | { is_good = true; text } -> + let new_results = fold_left (@) results { text; is_good = true } in + loop grammar new_results t + | { is_good = false; text } -> + let new_examples = Example_manager.update examples h in + loop grammar results new_examples ) + in + loop grammar [ initial_result ] examples +``` + +In this code, we define three types: `example`, `grammar`, and `result`. An `example` is a mutable record with two fields: `text` (a string) and `is_good` (a boolean indicating whether the example is good or not). A `grammar` is a string representing the grammar used to generate the prompt. A `result` is also a mutable record, with two fields: `text` (the generated text) and `is_good` (a boolean indicating whether the generated text is good or not). + +We define a recursive function `fold_left`, which takes an operator `op`, an accumulator `acc`, and a list of examples. It applies the operator to each example in the list, starting with the initial accumulator, and returns the final accumulated value. If any of the intermediate results have `is_good` set to true, it immediately returns that result without applying the operator to subsequent elements. + +We also define a recursive function `generate_prompt`, which takes a grammar, previous result, current example, and attempts left for the current example. It generates a prompt using the language model, parses the output, updates the current example's `text` field with the parsed output, and returns the updated example if it is good. If it is not good and there are still attempts left for the example, it increments the attempt count and recursively calls itself to generate a new prompt. If all attempts have been exhausted or the result is already good, it returns the previous result. + +Finally, we define a recursive function `play_game`, which takes an initial grammar, list of examples, and current game state. It generates a prompt using the initial grammar and updates the game state with the generated prompt. It then enters a loop where it recursively calls itself with the current grammar, updated results (including the new generated prompt), and remaining examples. If there are no more examples, it returns the final list of results. + +This code provides a flexible and customizable system for generating prompts and functional workflows for a large language model, which can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game. The code can be easily modified to suit specific requirements or use cases. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_87.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_87.txt new file mode 100644 index 0000000..539456a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_87.txt @@ -0,0 +1,70 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a flexible and customizable system for generating prompts and functional workflows for a language model, based on the fold\_left function: +```ocaml +type input = Grammar of string | Previous_results of string | New_example of string + +let merge_inputs acc input = + match input with + | Grammar a -> { acc with grammar = a } + | Previous_results d -> { acc with prev_results = d } + | New_example c -> { acc with new_example = c } + +let rec generate_workflow acc = function + | [] -> acc.prev_results + | h :: t -> + let new_acc = merge_inputs acc h in + if is_valid (new_acc.new_example) then generate_workflow new_acc t + else if new_acc.iterations < 3 then + let new_acc' = { new_acc with iterations = new_acc.iterations + 1 } in + generate_workflow new_acc' t + else new_acc.prev_results + +let initial_example = "An NPC in the hacking game is a cyber-security expert who helps the player decrypt locked doors and bypass security systems." +let initial_state = { grammar = ""; prev_results = ""; new_example = initial_example; iterations = 0 } + +let generated_workflow = generate_workflow initial_state [Grammar "The NPC is a"; New_example "A master hacker who can control the entire network."; Grammar " and has a deep knowledge of various security protocols."] +``` +This code defines an input type that includes grammar, previous results, and new example. The `merge_inputs` function takes an accumulator and an input, and updates the accumulator accordingly. The `generate_workflow` function recursively applies the merge\_inputs function to a list of inputs until a valid workflow is generated or three iterations have been reached. Finally, the `initial_state` variable defines the initial state of the accumulator, and the `generated_workflow` variable uses this state to generate a new workflow from a list of inputs. + +This system can be used to generate creative and imaginative descriptions of code in a high tech code-based hacking game by providing appropriate grammar inputs, previous results, and new example inputs. The resulting workflows can then be used to guide the behavior of NPCs, treasures, and challenges in the game. Additionally, the tensor representation of each function or spell object can be visualized using shaders and mathpylib for a more immersive experience. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_88.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_88.txt new file mode 100644 index 0000000..31f669f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_88.txt @@ -0,0 +1,95 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. The revised OCaml code is presented below: + +```ocaml +type prompt_workflow = { + grammar : string; + prev_results : string; + new_example : string; + output : string; + error_count : int; +} + +let max_error_attempts = 3 + +let rec create_output (workflow: prompt_workflow) : prompt_workflow = + let { grammar; prev_results; new_example; error_count = _ } as workflow = workflow in + let open Option.Monad_infix in + let result = LanguageModel.generate_description ~grammar:grammar ~previous:prev\_results ~new\_example:new\_example in + match result with + | Some description -> + { workflow with output = description; error_count = 0 } + | None -> + let new_error_count = min (max_error_attempts) (workflow.error_count + 1) in + { workflow with output = ""; error_count = new_error_count } + +let rec merge_workflows (workflows: prompt_workflow list) : prompt_workflow = + match workflows with + | [] -> failwith "Empty list of workflows" + | h :: t -> + List.fold_left create_output h t + +(* Usage example *) +let initial_grammar = "A high-tech code-based hacking game..." +let initial_example = "An NPC with a laser sword and shield." +let initial_workflow = { grammar = initial_grammar; prev_results = ""; new_example = initial_example; output = ""; error_count = 0 } + +let new_examples = [ + "A treasure chest full of gold coins."; + "A monster with fire breath and regeneration abilities."; +] + +List.iter (fun example -> + let updated_workflow = create_output { initial_workflow with new_example = example } in + let final_workflow = merge_workflows [initial_workflow; updated_workflow] in + (* Here, you can test the final workflow and decide whether to repeat the loop. *) + Printf.printf "Final result: %s\n" final_workflow.output; +) new_examples +``` + +In this revised code, we introduced a new type called `prompt_workflow` that represents an individual prompt workflow, including the grammar, previous results, a new example, and any error count. The function `create_output` uses the language model to generate a description given a specific workflow and updates the error count if necessary. + +The `merge_workflows` function takes a list of workflows and folds them into one using the `create_output` function, allowing for more complex combinations and customizations of prompts and functional workflows. + +Lastly, an example usage is provided to demonstrate how you can use these functions in your game scenario. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_89.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_89.txt new file mode 100644 index 0000000..f451a43 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_89.txt @@ -0,0 +1,90 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type example = string (* replace with the actual type of examples *) +type result = string (* replace with the actual type of results *) +type grammar = string (* replace with the actual type of grammars *) + +exception Error + +let rec merge_examples grammar previous_result new_example max_errors = + let tensorized_new_example = tensorize_example grammar new_example in + let result = generate_description grammar tensorized_new_example in + let new_result = merge_results previous_result result in + if test_result grammar new_result then + new_result + else if max_errors <= 0 then + raise Error + else + merge_examples grammar new_result new_example (max_errors - 1) + +and tensorize_example _ example = example (* replace with the actual tensorization code *) + +and generate_description _ tensorized_new_example = "generated description" (* replace with the actual description generation code *) + +and merge_results previous_result result = "merged result" (* replace with the actual merging code *) + +and test_result _ result = true (* replace with the actual test code *) + +let rec fold_left op acc examples = + match examples with + | [] -> acc + | h :: t -> + let new_previous_result = merge_examples grammar previous_result h max_errors in + fold_left op new_previous_result t + +let rec play_game grammar initial_example max_errors = + let previous_result = ref initial_example in + try + while true do + let examples = get_next_examples grammar !previous_result in + previous_result := fold_left (fun acc ex -> merge_examples grammar acc ex max_errors) !previous_result examples; + done + with Error -> () +``` +The code defines a `merge_examples` function that takes a `grammar`, a `previous_result`, a `new_example`, and `max_errors` as input, and recursively merges the new example into the previous result until it passes the test or reaches the maximum number of errors. + +The code also defines a `fold_left` function that takes an `op`, an `acc`, and a list of `examples`, and recursively applies the `op` to the `acc` and each element of the `examples`. The `play_game` function uses the `fold_left` function to play the game by repeatedly merging new examples into the previous result. + +The actual implementation of functions like `tensorize_example`, `generate_description`, `merge_results`, and `test_result` depend on the specifics of your application, such as the types of examples, results, grammars, the tensorization process, the description generation process, and the test function. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_9.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_9.txt new file mode 100644 index 0000000..055fa1c --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_9.txt @@ -0,0 +1,93 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. Here's an example OCaml code to merge large language model prompt workflows using a meta-magical folder: + +```ocaml +type result = Good of string | Error of string + +let rec merge_workflows grammar previous_result new_example max_retries = + let open Result in + let rec aux acc examples retries_left = + match examples with + | [] -> Good acc + | h :: t -> ( + match merge_prompt grammar acc h with + | Good merged_prompt -> aux merged_prompt t retries_left + | Error err -> + if retries_left > 0 then + aux acc t (retries_left - 1) + else Error err ) + in + match previous_result with + | Good prev_res -> aux prev_res [ new_example ] max_retries + | Error _ -> failwith "Previous result contained an error." + +and merge_prompt grammar acc h = + (* Implement the logic for merging prompts here. *) + ... + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + +let rec map f = function + | [] -> [] + | h :: t -> f h :: map f t + +(* Example usage: *) +let grammar = ... +let previous_result = Good "Initial example text." +let new_example = "New example text." +let max_retries = 3 + +let merged_workflow = merge_workflows grammar previous_result new_example max_retries +match merged_workflow with +| Good merged_text -> + Format.printf "Merged workflow: %s@." merged_text; + fold_left (fun acc x -> acc ^ " " ^ x) "" (map String.capitalize_ascii (String.split_on_char ' ' merged_text)) +| Error err -> Format.eprintf "Error merging workflows: %s@." err +``` + +The `merge_workflows` function takes the grammar, previous result, new example, and maximum number of retries as inputs, then recursively merges them into one using the helper function `aux`. The `merge_prompt` function should contain the logic for merging prompts. + +You can customize this code according to your specific needs for generating creative and imaginative descriptions of code in a high-tech code-based hacking game. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_90.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_90.txt new file mode 100644 index 0000000..6990551 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_90.txt @@ -0,0 +1,100 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun input -> (input, merge_examples input.new_example input.prev_results)) inputs + +and merge_examples new_example prev_results = + let tensorized_new_example = tensorize new_example in + let tensorized_prev_results = tensorize prev_results in + merge_tensors tensorized_new_example tensorized_prev_results + +and merge_tensors tensor1 tensor2 = + let merged_tensor = Tensor.add tensor1 tensor2 in + detensorize merged_tensor + +and tensorize example = + (* convert the example string to a tensor *) + ... + +and detensorize tensor = + (* convert the tensor back to a string *) + ... + +let rec merge_language_model_workflows inputs examples errors = + match inputs with + | [] -> + if List.for_all (fun example -> example.is_good) examples then + List.map (fun example -> example.result) examples + else + merge_language_model_workflows inputs (feedback_errors errors examples) errors + | input :: rest -> + let merged_input = merge_inputs [input] in + let merged_example, merged_rest = List.hd merged_input, List.tl merged_input in + if merged_example.is_good then + merge_language_model_workflows (merged_rest @ rest) (merged_example :: examples) errors + else if List.length errors > 0 then + merge_language_model_workflows inputs (feedback_errors (List.hd errors) (merged_example :: examples)) (List.tl errors) + else + merge_language_model_workflows (input :: rest) (merged_example :: examples) (merged_example :: examples) + +and feedback_errors error example = + { result = error.result; is_good = false } +``` +This code defines several types to represent the inputs, outputs, and examples used in merging language model workflows. The `merge_inputs`, `merge_examples`, and `merge_tensors` functions are responsible for merging the different parts of the input streams. The `tensorize` and `detensorize` functions convert between string representations and tensor representations, which can be implemented using existing libraries. + +The `merge_language_model_workflows` function is the main entry point for merging language model workflows. It takes three lists of inputs, examples, and errors as arguments. The function first checks if all examples are good. If so, it returns the list of merged results. Otherwise, it recursively calls itself with updated lists of examples and errors, until a maximum of 3 attempts have been made to merge the workflows. + +The `feedback_errors` function creates a new example with an error status based on the input error and previous examples. This allows for feedback-driven merging of the language model workflows. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_91.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_91.txt new file mode 100644 index 0000000..69fc473 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_91.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. This function applies a given operation recursively to each element of a list, accumulating the results until it reaches the end of the list. + +We can extend this concept to create a prompt merging function that takes a list of prompts and a merge operation as input, returning a single merged prompt as output. Here's an OCaml code snippet that demonstrates how to do this: +```ocaml +(* A simple record type to represent a prompt *) +type prompt = { + grammar : string; + previous_results : string option; + new_example : string; +} + +(* A function that merges two prompts into one *) +let merge_prompts acc prompt = + match acc.previous_results, prompt.new_example with + | Some prev_results, Some new_example -> + { grammar = prompt.grammar; + previous_results = Some (acc.new_example ^ "\n" ^ prev_results); + new_example = new_example } + | _ -> + { grammar = acc.grammar; + previous_results = None; + new_example = acc.new_example ^ "\n" ^ prompt.new_example } + +(* The fold_left function for merging prompts *) +let rec merge_prompts_list op acc = function + | [] -> acc + | h :: t -> merge_prompts_list op (op acc h) t + +(* Example usage: *) +let prompt1 = { grammar = "grammar1"; previous_results = None; new_example = "example1" } +let prompt2 = { grammar = "grammar2"; previous_results = Some "previous example 1"; new_example = "example2" } +let prompt3 = { grammar = "grammar3"; previous_results = Some "previous example 2"; new_example = "example3" } + +let merged_prompt = merge_prompts_list merge_prompts { grammar = ""; previous_results = None; new_example = "" } [ prompt1; prompt2; prompt3 ] +``` +In this code, we define a `prompt` record type to represent a prompt with its associated metadata. We also provide a `merge_prompts` function that takes two prompts and merges them into one by concatenating their `new_example` fields and updating the `previous_results` field accordingly. Finally, we extend this function to work with lists of prompts using the `fold_left` operation. + +This system can be further customized and extended to suit the needs of your high-tech code-based hacking game. You can define additional fields in the `prompt` record type to capture more metadata, and you can modify the `merge_prompts` function to perform more sophisticated merging operations based on the specific requirements of your application. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_92.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_92.txt new file mode 100644 index 0000000..291cc54 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_92.txt @@ -0,0 +1,92 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging large language model prompt workflows: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + error : string option; +} + +let test_output output = + match output.error with + | None -> true + | Some _ -> false + +let merge_inputs input1 input2 = + let base_prompt = Printf.sprintf "Grammar: %s\nPrevious Results: %s\nNew Example: %s\n" input1.grammar input1.prev_results input2.new_example in + let prompt = base_prompt ^ "\nYour task is to generate a creative and imaginative description of code in a high tech code based hacking game.\nThe description should be suitable for the given grammar, previous results, and new example.\n\n" in + { result = prompt; error = None } + +let rec merge_workflows workflow1 workflow2 acc = + match workflow1 with + | [] -> acc + | h1 :: t1 -> ( + match workflow2 with + | [] -> acc + | h2 :: t2 -> + let merged_input = merge_inputs h1 h2 in + let result = LanguageModel.generate_description merged_input in + if test_output result then + merge_workflows t1 t2 (result :: acc) + else + let error_msg = Printf.sprintf "Error generated by model for input: %s\n" (String.concat "\n" [merged_input.grammar; merged_input.prev_results; merged_input.new_example]) in + merge_workflows t1 t2 ({ result = ""; error = Some error_msg } :: acc) + ) + +let meta_magical_folder workflow1 workflow2 = + let output_workflow = merge_workflows workflow1 workflow2 [] in + match List.rev output_workflow with + | { result = output; _ } :: _ -> Some output + | [] -> None +``` +This code defines types for `input` and `output`, as well as helper functions to test the output and merge inputs. The main function is `meta_magical_folder`, which takes two workflows (lists of inputs) and recursively applies the merging process until a valid output is generated or all possible combinations have been tried. + +The `merge_workflows` function takes two workflows and an accumulator as arguments. It iterates over the first workflow, comparing each input to the corresponding input in the second workflow. If both inputs are valid, they are merged using the `merge_inputs` function and passed to the language model for description generation. If the generated output is valid (i.e., it does not contain an error message), it is added to the accumulator. The process is then repeated with the remaining inputs in the two workflows. + +The `meta_magical_folder` function takes two workflows and returns an option containing the merged output if a valid description was generated, or `None` otherwise. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_93.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_93.txt new file mode 100644 index 0000000..fb28f1d --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_93.txt @@ -0,0 +1,116 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can extend the `fold_left` function to include additional inputs and functionality needed for our game. Here's an example OCaml code that incorporates the requirements mentioned in the prompt: + +```ocaml +type input = Grammar of string | Previous of string | NewExample of string +type output = string +type error = string + +let rec fold_left op acc = function + | [] -> acc + | h::t -> + let (new_acc, new_error) = + match h with + | Grammar a -> op acc (Grammar a) + | Previous d -> op acc (Previous d) + | NewExample c -> op acc (NewExample c) + in + if new_error <> "" then + (* If there's an error, repeat the loop up to 3 times *) + let rec try_fold i acc = function + | [] -> acc + | h::t -> + let (new_acc, new_error) = + match h with + | Grammar a -> op new_acc (Grammar a) + | Previous d -> op new_acc (Previous d) + | NewExample c -> op new_acc (NewExample c) + in + if i > 0 && new_error <> "" then try_fold (i - 1) new_acc t + else (new_acc, new_error) + in + try_fold 3 acc t + else fold_left op new_acc t + +let create_output grammar previous new_example = + let open ErrorMonad in + bind (validate_inputs grammar previous new_example) + (fun () -> + let result = generate_description grammar previous new_example in + if is_valid_output result then return result + else bind (create_output grammar result new_example) + (fun _ -> failwith "Invalid output")) + +let rec game_loop acc = function + | [] -> acc + | h::t -> + let (new_acc, new_example) = + match h with + | Grammar a -> (acc, NewExample (create_grammar_example a)) + | Previous d -> (acc, NewExample (modify_previous_example acc d)) + | NewExample c -> (create_output acc d c, NewExample (create_new_example acc c)) + in + game_loop new_acc t + +let rec play_game grammar = function + | [] -> grammar + | h::t -> + let (new_grammar, example) = + match h with + | Grammar a -> (a, Previous grammar) + | Previous d -> (d, Previous grammar) + | NewExample c -> game_loop grammar (NewExample c) + in + play_game new_grammar t +``` + +In this code, we define three types: `input`, `output`, and `error`. The `input` type includes three constructors for each input type: Grammar, Previous Results, and New Example. We also define a function `fold_left` that takes an operator function `op`, an accumulator value `acc`, and a list of inputs. + +The `create_output` function takes the current grammar, previous results, and new example as input, validates them, generates a description using these inputs, and checks if the output is valid. If the output is not valid, it recursively calls itself with the same inputs to create a new output up to 3 times. + +The `game_loop` function takes the current accumulator value (which represents the previous results) and a list of inputs, and recursively applies the `create_output` function to generate new outputs and update the accumulator value. + +Finally, the `play_game` function takes an initial grammar and a list of inputs, and recursively calls itself with updated grammar and input values until it reaches the end of the input list. + +With this system in place, we can generate creative and imaginative descriptions of code using a large language model and incorporate them into our high-tech code-based hacking game. The player can explore the dungeon of knowledge generated by the language model and navigate through various objects and NPCs with their own set of properties and behaviors defined by the terms used in the grammar input. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_94.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_94.txt new file mode 100644 index 0000000..8766329 --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_94.txt @@ -0,0 +1,104 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an OCaml code that implements a meta magical folder for merging streams of the matrix: +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let merge_inputs inputs = + List.map (fun input -> (input, ref false)) inputs + +let rec merge_streams streams acc = + match streams with + | [] -> List.iter (fun (input, error) -> if not !error then print_endline input.new_example) acc; acc + | h::t -> + let merged_input = h.input.grammar ^ " " ^ String.concat " " (List.map (fun i -> i.input.new_example) t) in + let new_output = LanguageModel.generate_description merged_input in + let is_good = LanguageModel.test_description new_output in + h.error := not is_good; + if is_good then ( + h.input.prev_results <- h.input.new_example; + h.input.new_example <- new_output; + merge_streams t ((h, new_output) :: acc) + ) else if !h.error && List.for_all (fun (i, _) -> not i.error) t then ( + let example = h.input.new_example in + h.input.new_example <- h.input.prev_results; + h.input.prev_results <- example; + merge_streams t ((h, new_output) :: acc) + ) else ( + let _ = print_endline ("Error in input " ^ h.input.grammar) in + merge_streams t acc + ) + +let rec merge_inputs_stream stream inputs = + match inputs with + | [] -> [(stream, [])] + | h::t -> ( + let streams = merge_inputs [h] in + merge_streams streams [] + @ merge_inputs_stream stream t + ) + +let meta_magical_folder inputs = + match inputs with + | grammar :: prev_results :: new_example :: _ -> + let input = {grammar; prev_results; new_example} in + let outputs = LanguageModel.generate_descriptions [input] in + merge_inputs_stream (List.hd outputs) [input] + | _ -> failwith "Invalid inputs" +``` +The code defines three types: `input`, which represents an input to the folder, including a grammar, previous results, and new example; `output`, which contains the generated output and a boolean indicating whether it is good or not; and `stream`, which combines an input and its corresponding output. + +The `merge_inputs` function takes a list of inputs and returns a list of streams with references to error flags. The `merge_streams` function merges the streams, generating new outputs based on the merged grammar and previous examples from each stream. It keeps trying to generate a good output up to three times if the first one is not good. If none of the attempts succeed, it moves on to the next stream. + +The `merge_inputs_stream` function takes a list of inputs and returns a list of streams with their corresponding outputs. The `meta_magical_folder` function takes the same input as the original code and generates an output by merging the streams using the merged grammar, previous examples, and new example from each input. + +The code can be customized further to suit specific needs, such as changing the language model used or adding more functionality to the folder. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_95.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_95.txt new file mode 100644 index 0000000..8999c1f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_95.txt @@ -0,0 +1,71 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the code snippet. The following OCaml code implements a `merge_prompt_workflows` function that takes as input a list of prompt-workflow pairs and combines them using a specified merging operation. + +The type `prompt_t` represents a prompt, while `workflow_t` represents a workflow associated with that prompt. The `merge_operation` is a function that merges two workflows into one. + +```ocaml +type prompt_t = string (* Prompt text *) +type workflow_t = (grammar_t * tensor_t) list (* List of grammar-tensor pairs representing the workflow *) +type merge_operation = workflow_t -> workflow_t -> workflow_t + +let rec merge_prompt_workflows merger prompts_and_workflows = + let (prompt, workflow) :: rest = prompts_and_workflows in + match rest with + | [] -> [(prompt, workflow)] + | _ -> + List.fold_left + (fun acc (next_prompt, next_workflow) -> + let merged_workflow = merger workflow next_workflow in + (next_prompt, merged_workflow) :: acc) + [] + rest + |> List.rev + +(* Example of a simple merge operation that concatenates two lists *) +let simple_merge_operation wf1 wf2 = wf1 @ wf2 +``` + +This code provides the building blocks for merging different workflows. To adapt it to the high-tech code-based hacking game, you can define a custom `merge_operation` that suits your needs and use the provided `merge_prompt_workflows` function with the given grammar, previous results, new examples, etc. + +Keep in mind that the `simple_merge_operation` is just an example. To build a more sophisticated merging operation, you can take advantage of the properties and behaviors of objects and NPCs, as well as the relationships between them in the game world. This will allow you to generate creative and imaginative descriptions of code tailored to your specific use case. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_96.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_96.txt new file mode 100644 index 0000000..3726c8a --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_96.txt @@ -0,0 +1,82 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can extend the `fold_left` function to include the required inputs and functionality. Here's an OCaml code snippet that should suit our needs: + +```ocaml +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +type output = { + result : string; + is_good : bool; +} + +let rec merge_prompts input attempts_left = + let { grammar; prev_results; new_example } = input in + let folded_examples = + List.fold_left + (fun acc example -> op acc (example, grammar) in + if Str.string_match (Str.regexp "error") example 0 then + { result = prev_results; is_good = false } + else + { result = example; is_good = true }) + { result = prev_results; is_good = true } + [prev_results; new_example] + in + if folded_examples.is_good then + if attempts_left > 1 then + merge_prompts { grammar; prev_results = folded_examples.result; new_example } (attempts_left - 1) + else + folded_examples + else + merge_prompts input (attempts_left - 1) +``` + +In this code snippet, we define the `input` and `output` types to represent the inputs to the function and the resulting output. The `merge_prompts` function takes an input record and the number of attempts left for generating new examples. It uses a modified version of the `fold_left` function, which applies the `op` function to each example string and checks if it contains an error. If it does, it sets the output's `is_good` field to false and returns it. Otherwise, it continues folding until all examples have been processed. + +The function then recursively calls itself with a reduced number of attempts left if the current output is not good. If the output is good or there are no more attempts left, it returns the final output record. This allows for up to three attempts to generate new examples before feeding an error back to create a new output. + +This function should provide a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, where players explore a dungeon of knowledge generated using the language model and a proof engine. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_97.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_97.txt new file mode 100644 index 0000000..892f43b --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_97.txt @@ -0,0 +1,80 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: Here is an example of OCaml code that implements a meta magical folder for merging streams of data in the context of generating prompts and functional workflows for a large language model: +```ocaml +type result = { + output : string; + success : bool; +} + +let merge_results grammar initial_example new_example max_retries = + let rec aux previous_result new_result retries_left = + if retries_left = 0 then + previous_result + else + let new_output = generate_description grammar new_example in + let new_success = validate_description new_output in + let new_result = { output = new_output; success = new_success } in + if new_success then + aux new_result new_result (retries_left - 1) + else + aux previous_result new_result (retries_left - 1) + in + let initial_result = { output = initial_example; success = true } in + aux initial_result initial_result max_retries + +let generate_description grammar example = + (* Use a large language model to generate a creative and imaginative description of the code represented by the input example, using the specified grammar. *) + ... + +let validate_description description = + (* Validate the generated description to ensure it meets the desired criteria for inclusion in the game. *) + ... +``` +In this implementation, the `merge_results` function takes as input a grammar, an initial example, a new example, and the maximum number of times to retry generating a valid output if the initial attempt fails. The function uses a helper function `aux` to recursively generate outputs and test their validity until either a valid output is found or the maximum number of retries is reached. + +The `generate_description` function can be implemented using a large language model, such as GPT-3 or T5, to generate a creative and imaginative description of the code represented by the input example, using the specified grammar. This could involve using techniques like few-shot learning or transfer learning to prime the model with examples of the desired style and content. + +The `validate_description` function can be implemented using a set of criteria specific to the game, such as checking for appropriate use of language, adherence to game mechanics, and consistency with previous outputs. This could involve techniques like regular expression matching, semantic analysis, or manual review by a human annotator. + +By using this meta magical folder to merge streams of data generated by a large language model and a proof engine, it is possible to create a highly flexible and customizable system for generating prompts and functional workflows in the context of a high-tech code-based hacking game. The resulting descriptions can be visualized using shaders and mathpylib, creating an augmented reality matrix game where players can write their own stories. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_98.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_98.txt new file mode 100644 index 0000000..f9d040f --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_98.txt @@ -0,0 +1,114 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model in a high-tech code-based hacking game, we can build upon the `fold_left` function provided in OCaml. This function applies a given operation to an accumulator and each element of a list, from left to right. + +First, let's define data types for our inputs, errors, and results: + +```ocaml +type error = string +type result = { text: string; tensor: tensor } +and tensor = Tensor of float array +and 'a stream = Rollback of ('a -> error * result) -> unit +``` + +Now, we can create functions for processing the grammar (A), previous results (D initially), and new examples (B and C): + +```ocaml +(* Processes a single example with a function. *) +let process_example fn input = + try Ok (fn input) with e -> Error (Printexc.to_string e) + +(* Processes a stream of examples using a function.*) +let rec process_examples fn stream = + match stream (process_example fn) with + | Rollback _ -> None + | Exception error -> Some (error, { text = ""; tensor = Tensor (Array.make 0 0.) }) + | Value result -> + let open Result.Monad in + bind (process_examples fn stream) (fun (prev_error, prev_result) -> + let new_result = { text = input.text ^ "\n" ^ result.text; tensor = result.tensor } in + if is_good_example prev_error prev_result new_result then + Ok new_result + else Error prev_error + ) + +(* Checks if a new result is good based on previous errors and results. *) +and is_good_example prev_error prev_result new_result = + match prev_error with + | None -> true + | Some _ -> + let open Result.Monad in + bind (compare_results prev_result new_result) (fun is_better -> + if is_better then Ok true else Error "Not an improvement" + ) + +(* Compares two results and checks if the new result is better or not. *) +and compare_results result1 result2 = + let open Result.Monad in + let diff = Diff.diff Diff.String result1.text result2.text in + if List.length diff > 50 then Ok false (* Limit comparison length to reduce noise *) + else if Diff.equal diff then Ok true + else if Diff.more result1.tensor result2.tensor then Ok true + else Ok false +``` + +Finally, we can implement the main `fold_matrix` function that takes a grammar and processes streams of examples: + +```ocaml +(* Folds streams of matrices together into one based on a given grammar. *) +let fold_matrix grammar streamA streamB = + let rec aux acc = function + | [] -> List.rev acc + | hd :: tl -> + let open Result.Monad in + bind (process_examples grammar hd) (fun new_result -> + let new_acc = new_result :: acc in + aux new_acc tl + ) + in + aux [] (List.cons streamA streamB) +``` + +This `fold_matrix` function takes a grammar and two streams of matrices (example sequences). It processes each example sequence and combines their results into one by recursively applying the `process_examples` function with the given grammar. The order of processing is determined by the order in which the streams are provided to the function. + +You can use this function as a starting point for your high-tech code-based hacking game, customizing it further based on your specific needs and requirements. +#+end_src diff --git a/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_99.txt b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_99.txt new file mode 100644 index 0000000..36a0d5e --- /dev/null +++ b/data/folder/ocaml/sim_folder_1_2024-02-18T13:44:52-05:00_99.txt @@ -0,0 +1,111 @@ + +#+begin_src input +The goal is to create a flexible and customizable system for generating prompts and functional workflows for a language model that can be used to generate creative and imaginative descriptions of code in a high tech code based hacking game. +the game would involve exploring a dungeon of knowledge generated using a large language model and a proof engine. The player would navigate through the dungeon, encountering various objects and NPCs along the way, each with their own set of properties and behaviors defined by the terms used in the script. + +the game would involve exploring a dungeon and encountering various types of monsters, treasures, and challenges. The player would use weapons, spells, and artifacts to defeat the monsters and complete quests, all while navigating a labyrinthine cave or other underground environment. The game might also include elements of drama, music, and art, as well as secrets and occult themes. + +The code of the world is written using the languages and grammars generated. +each function or spell of object can be encoded into an emoji string which +is its quasi quine quotation that can be vectorized into a number of tensors. + +These tensor can become code and code can become tensors. +we can visualize the tensors in the game using shaders +and mathpylib. +the game is like an augmented reality matrix game where we neo +write our own story. + +In this task we want to craft the meta magical folder that will fold +streams of the matrix togehter into one. + +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Please imagine the simulation its execution. Imagine running the code and all the output it would generate. Generate ocaml code to do the merge of large language model prompt workflows. + +#+end_src +#+begin_src output mixtral + Result: To create a flexible and customizable system for generating prompts and functional workflows for a large language model, we can build upon the `fold_left` function provided in the initial code snippet. This function recursively applies a given operation to an accumulator and each element of a list until it processes all elements. + +We will define several modules to represent different components of our system: + +1. Grammar module (A) +2. Previous Results module (D) +3. New Example module (C) +4. Test Result module (with good/bad results) +5. Operation module (op) for combining the inputs + +Here's a possible OCaml implementation based on these assumptions: + +(* Grammar, Previous Results and New Example modules *) +module type Input = sig + type t +end + +module Grammar : Input = struct + type t = A +end + +module PreviousResults : Input = struct + type t = D +end + +module NewExample : Input = struct + type t = C +end + +(* Test Result module *) +type test_result = Good | Bad of string + +(* Operation module *) +module type Op = functor (A : Input) (D : Input) (C : Input) -> sig + val combine : A.t -> D.t -> C.t -> test_result +end + +(* Combine examples based on a given grammar and previous results. + If the combination is successful, return Good. Otherwise, + return Bad with an error message. *) +module Operation : Op = functor (A) (D) (C) -> struct + let combine _ _ _ = + (* Define your custom combining logic here *) + match A.t with + | A' -> + (* Check if the new example is consistent with the grammar and previous results. + If it does, then return Good. Otherwise, return Bad with an error message.*) + let consistency_check = ... in + if consistency_check then Good else Bad "Error: Example is not consistent with grammar and/or previous results." +end + +(* The meta-magical folder that folds the streams together *) +let rec merge_inputs (module Op : Op) (grammar : Grammar.t) (prev_results : PreviousResults.t) = function + | [] -> prev_results + | new_example :: rest -> + (* Combine the grammar, previous results, and a new example *) + let (module NewOp : Op with type A.t = Grammar.t and type D.t = PreviousResults.t) = Op (module grammar) (module prev_results) (module new_example) in + match NewOp.combine grammar prev_results new_example with + | Good -> merge_inputs (module NewOp) grammar new_example rest + | Bad err -> + (* If the combination is not successful, retry up to 3 times before giving up *) + let rec merge_with_retry n = + if n > 0 then + match merge_inputs (module Op) grammar prev_results rest with + | Good -> prev_results + | Bad err -> merge_with_retry (n - 1) + else failwith err + in + merge_with_retry 3 +#+end_src diff --git a/data/folder/sim_folder_1.ml b/data/folder/sim_folder_1.ml new file mode 100644 index 0000000..d3749b8 --- /dev/null +++ b/data/folder/sim_folder_1.ml @@ -0,0 +1,18 @@ +type input = { + grammar : string; + prev_results : string; + new_example : string; +} + +let merge_workflows input = + let {grammar; prev_results; new_example} = input in + let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + in + (* let base_case acc = acc in *) + let operation str accumulator = + let result = LanguageModel.generate ~grammar ~previous:accumulator ~new_example:str in + if TestResult.is_good result then result else accumulator + in + fold_left operation prev_results [new_example] diff --git a/data/folder/testResult.ml b/data/folder/testResult.ml new file mode 100644 index 0000000..2a93e66 --- /dev/null +++ b/data/folder/testResult.ml @@ -0,0 +1,2 @@ +let is_good _ = false + diff --git a/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..e838de2 --- /dev/null +++ b/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,92 @@ + +#+begin_src input +We are building a proof and prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . We want to generate and test and prove the results. Trace how the requirements are reflected in the prompt, the test and the proof. What is your response? Please generate prompt/proof/test variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four variants of prompts, tests, and proofs using the given context in a creative way. Here are the variants: + +Prompt Variant 1: +"Please launch an introspection on the executable named 'ast\_generator' which is connected to the abstract syntax tree (Ast) of OCaml code. We want to generate and test this software component, and prove its correctness using Coq." + +Test Variant 1: +```scss +let ast_generator = Executable.run "ast_generator" in +match ast_generator with +| Error e -> failwith ("Error running executable: " ^ e) +| Ok ast_gen -> + let ocaml_code = "(* OCaml code to be parsed *)" in + let parsed_ast = Ast.parse ocaml_code in + let generated_ast = Ast.generate parsed_ast in + Alcotest.(check bool) "Generated AST is equal to parsed AST" true (Ast.equal parsed_ast generated_ast) +``` +Coq Proof Variant 1: +```scss +Lemma ast_generator_correct : forall ocaml_code, Parsed_AST.t ocaml_code = Generated_AST.t (Ast_Generator.run (Parsed_AST.to_string ocaml_code)). +Proof. + intros ocaml_code. + unfold Parsed_AST.t, Generated_AST.t, Ast_Generator.run. + rewrite <- (Ast_Generator.equal_by_conversion (fun _ -> id)). + simpl. + reflexivity. +Qed. +``` +Prompt Variant 2: +"Could you launch an introspection on the 'coq\_proof\_engine' program, which is connected to the Ast of Coq proofs? We want to generate this tool and test its functionality, as well as prove that it adheres to our specifications." + +Test Variant 2: +```python +let coq_proof_engine = Executable.run "coq_proof_engine" in +match coq_proof_engine with +| Error e -> failwith ("Error running executable: " ^ e) +| Ok coq_pe -> + let coq_file = "(* Coq proof to be checked *)" in + let verified_proof = Coq_Proof_Engine.verify coq_file in + Alcotest.(check bool) "Verified Coq proof is valid" true verified_proof +``` +Coq Proof Variant 2: +```vbnet +Lemma coq_proof_engine_correct : forall coq_proof, Coq_Proof.t (open_channel coq_proof) = Coq_Proof_Engine.verify_result (Coq_Proof_Engine.run (input_string (open_channel coq_proof))). +Proof. + intros coq_proof. + unfold Coq_Proof.t, Coq_Proof_Engine.verify_result, Coq_Proof_Engine.run. + rewrite <- (Coq_Proof_Engine.equal_by_conversion (fun _ -> id)). + simpl. + reflexivity. +Qed. +``` +Prompt Variant 3: +"We need to launch an introspection on the 'large_language_model' application, which operates with Ast of programming languages. Our goal is to generate this software and test its performance, as well as formally verify its accuracy using Coq." + +Test Variant 3: +```python +let large_language_model = Executable.run "large_language_model" in +match large_language_model with +| Error e -> failwith ("Error running executable: " ^ e) +| Ok llm -> + let code_snippet = "(* Code snippet to be analyzed *)" in + let analysis_results = Large_Language_Model.analyze llm code_snippet in + Alcotest.(check bool) "Analysis results are correct" true (Some (Analysis.equal_by_conversion (fun _ -> id))) analysis_results +``` +Coq Proof Variant 3: +```ocaml +Lemma large_language_model_correct : forall code_snippet, Large_Language_Model.t llm (input_string code_snippet) = Some (Analysis.t (fun _ -> id)) (Large_Language_Model.analyze_result (Large_Language_Model.run (input_string code_snippet))). +Proof. + intros code_snippet. + unfold Large_Language_Model.t, Large_Language_Model.analyze_result, Large_Language_Model.run. + rewrite <- (Large_Language_Model.equal_by_conversion (fun _ -> id)). + simpl. + reflexivity. +Qed. +``` +Prompt Variant 4: +"Please launch an introspection on the 'adaptive_language_agent' service, which is linked to the Ast of both OCaml and Coq codes. Our objective is to generate this software and evaluate its reliability through tests, as well as formally validate its design using Coq." + +Test Variant 4: +```python +let adaptive_language_agent = Executable.run "adaptive_language_agent" in +match adaptive_language_agent with +| Error e -> failwith ("Error running executable: " ^ e) +| Ok ala -> + let ocaml_code = "(* OCaml code to be parsed and processed *)" in +``` +#+end_src diff --git a/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt b/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt new file mode 100644 index 0000000..353f667 --- /dev/null +++ b/data/generic_proof_executable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt @@ -0,0 +1,22 @@ + +#+begin_src input +We are building a proof and prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Bytecode . We want to generate and test and prove the results. Trace how the requirements are reflected in the prompt, the test and the proof. What is your response? Please generate prompt/proof/test variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four variants of a prompt, test, and proof related to building a proof and prompt software generator for OCaml with Coq proofs, using the given context. Here are four possible variations: + +1. Prompt: "Can you launch an introspection on the executable named 'myocamlprogram' that is connected to a bytecode file? We want to generate tests and prove their correctness." +Test: run the command `opam exec -- dune runtest` in the directory containing the 'myocamlprogram' and its associated files, and check if all tests pass. +Proof: use Coq to write a proof of the function that performs the introspection on 'myocamlprogram', ensuring that it correctly interprets the bytecode file and generates accurate test cases. +2. Prompt: "Please launch an introspection on the executable 'mycoqproof' located at the AST level, and generate tests to verify its behavior. We need to prove that the tests are sound." +Test: write a script that compiles 'mycoqproof' using `coqc` and runs it with sample inputs, checking if the outputs match the expected results. +Proof: use Coq to write a proof of the script's correctness, showing that it indeed generates valid test cases for 'mycoqproof'. +3. Prompt: "Can you help us launch an introspection on the OCaml bytecode connected to the executable 'myprogram', and create tests that cover all possible behaviors? We want to prove their correctness using Coq." +Test: write a test suite using a property-based testing library such as `quickcheck` or `prop Erate`, ensuring that it covers all possible inputs to 'myprogram' and outputs the expected results. +Proof: use Coq to write a proof of the test suite's correctness, showing that it indeed tests all possible behaviors of 'myprogram'. +4. Prompt: "We need to launch an introspection on the AST connected to the executable 'mycompiler', and generate tests that verify its behavior. Can you help us prove their soundness using Coq?" +Test: write a test suite using a unit testing library such as `ounit` or `veserial`, ensuring that it covers all possible inputs to 'mycompiler' and outputs the expected results. +Proof: use Coq to write a proof of the test suite's correctness, showing that it indeed tests all possible behaviors of 'mycompiler'. + +Note that these prompts, tests, and proofs are just examples, and may need to be adapted to your specific use case and implementation details. +#+end_src diff --git a/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..f52e45a --- /dev/null +++ b/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,197 @@ + +#+begin_src input +We are building a proof and prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . We want to generate and test and prove the results. Trace how the requirements are reflected in the prompt, the test and the proof. What is your response? Please generate prompt/proof/test variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create a set of prompts, tests, and Coq proofs related to building a proof and prompt software generator for OCaml with Coq proofs using a large language model and a proof engine combined via adaptive language agent architecture. The context includes the verb "Launch", the type "Name: executable with a executable", and the place "Ast connected with Ast". I will generate five variants of prompts, tests, and Coq proofs that reflect these requirements. + +Prompt Variant 1: +----------------- + +> Prompt: Launch the introspection process to analyze the executable named "ocaml\_coq\_generator" with an input Ast connected to an output Ast. + +Test Variant 1: +--------------- + +> Test: Execute the command "dune exec ocaml\_coq\_generator -- --input-ast ast.json --output-ast ast\_out.json" and check if the output Ast (ast\_out.json) is correctly generated from the input Ast (ast.json). + +Coq Proof Variant 1: +-------------------- + +> Coq Proof: +> +> Require Import Coq.Lists.List. +> +> Definition ast\_check {A : Type} (lst\_in : list A) (lst\_out : list A) := +> match lst\_in, lst\_out with +> | [], [] => true +> | h::t, h'::t' => if h = h' then ast\_check t t' else false +> | _, _ => false +> end. +> +> Variant ast\_check {A : Type} (lst\_in : list A) := +> | Inj of list A. +> +> Lemma check\_equality : forall {A : Type} (lst\_in lst\_out : list A), ast\_check lst\_in lst\_out = true <-> lst\_in = lst\_out. +> Proof. +> intros A lst\_in lst\_out H. +> destruct lst\_in; destruct lst\_out; simpl in *; try solve [auto]. +> Qed. +> +> (* Define functions to convert OCaml values to and from Coq values *) +> +> Fixpoint of\_ocaml {A : Type} (x : A) := Inj (x :: nil). +> +> Fixpoint to\_ocaml {A : Type} (l : list A) := +> match l with +> | Inj x => List.nth x 0 +> | _ => raise Match +> end. +> +> (* Define a function to execute the OCaml command and check if the output Ast is correct *) +> +> Definition run\_ocaml\_generator {A : Type} (input\_ast : list A) := +> let cmd := "dune exec ocaml\_coq\_generator -- --input-ast " ^ string\_of\_list Input.encode input\_ast ^ " --output-ast -" in +> let output\_ast := Sys.command cmd |> to\_ocaml in +> ast\_check input\_ast output\_ast. +> +> (* Check if the OCaml program correctly generates the Ast *) +> +> Theorem ocaml\_generator\_correct {A : Type} (input\_ast : list A) : run\_ocaml\_generator input\_ast = true. +> Proof. +> intros A input\_ast. +> unfold run\_ocaml\_generator, of\_ocaml, to\_ocaml in *. +> simpl in *. +> (* Insert the actual test command here *) +> apply check\_equality. +> Qed. + +Prompt Variant 2: +----------------- + +> Prompt: Launch an introspection on the "coq\_proof\_generator" executable that connects two Ast structures. + +Test Variant 2: +--------------- + +> Test: Run the command "dune exec coq\_proof\_generator -- --input-ast ast1.json --output-ast ast2.json" and verify if the output Ast (ast2.json) is correctly generated from the input Ast (ast1.json). + +Coq Proof Variant 2: +-------------------- + +> Coq Proof: +> +> (* Define functions to convert Coq values to and from OCaml values *) +> +> Fixpoint of\_ocaml {A : Type} (x : A) := Inj (x :: nil). +> +> Fixpoint to\_ocaml {A : Type} (l : list A) := +> match l with +> | Inj x => List.nth x 0 +> | _ => raise Match +> end. +> +> (* Define a function to execute the OCaml command and check if the output Ast is correct *) +> +> Definition run\_ocaml\_generator {A : Type} (input\_ast : list A) := +> let cmd := "dune exec coq\_proof\_generator -- --input-ast " ^ string\_of\_list Input.encode input\_ast ^ " --output-ast -" in +> let output\_ast := Sys.command cmd |> to\_ocaml in +> ast\_check input\_ast output\_ast. +> +> (* Check if the OCaml program correctly generates the Ast *) +> +> Theorem ocaml\_generator\_correct {A : Type} (input\_ast : list A) : run\_ocaml\_generator input\_ast = true. +> Proof. +> intros A input\_ast. +> unfold run\_ocaml\_generator, of\_ocaml, to\_ocaml in *. +> simpl in *. +> (* Insert the actual test command here *) +> apply check\_equality. +> Qed. + +Prompt Variant 3: +----------------- + +> Prompt: Launch a comprehensive analysis on the "ocaml\_coq\_integration" executable that operates on two Ast structures. + +Test Variant 3: +--------------- + +> Test: Execute the command "dune exec ocaml\_coq\_integration -- --input-ast ast1.json --output-ast ast2.json" and ensure if the output Ast (ast2.json) is correctly generated from the input Ast (ast1.json). + +Coq Proof Variant 3: +-------------------- + +> Coq Proof: +> +> (* Define functions to convert Coq values to and from OCaml values *) +> +> Fixpoint of\_ocaml {A : Type} (x : A) := Inj (x :: nil). +> +> Fixpoint to\_ocaml {A : Type} (l : list A) := +> match l with +> | Inj x => List.nth x 0 +> | _ => raise Match +> end. +> +> (* Define a function to execute the OCaml command and check if the output Ast is correct *) +> +> Definition run\_ocaml\_integration {A : Type} (input\_ast : list A) := +> let cmd := "dune exec ocaml\_coq\_integration -- --input-ast " ^ string\_of\_list Input.encode input\_ast ^ " --output-ast -" in +> let output\_ast := Sys.command cmd |> to\_ocaml in +> ast\_check input\_ast output\_ast. +> +> (* Check if the OCaml program correctly integrates Coq and Ast structures *) +> +> Theorem ocaml\_integration\_correct {A : Type} (input\_ast : list A) : run\_ocaml\_integration input\_ast = true. +> Proof. +> intros A input\_ast. +> unfold run\_ocaml\_integration, of\_ocaml, to\_ocaml in *. +> simpl in *. +> (* Insert the actual test command here *) +> apply check\_equality. +> Qed. + +Prompt Variant 4: +----------------- + +> Prompt: Launch an evaluation of the "coq\_ast\_generator" executable that connects two Ast structures. + +Test Variant 4: +--------------- + +> Test: Run the command "dune exec coq\_ast\_generator -- --input-ast ast1.json --output-ast ast2.json" and verify if the output Ast (ast2.json) is correctly generated from the input Ast (ast1.json). + +Coq Proof Variant 4: +-------------------- + +> Coq Proof: +> +> (* Define functions to convert Coq values to and from OCaml values *) +> +> Fixpoint of\_ocaml {A : Type} (x : A) := Inj (x :: nil). +> +> Fixpoint to\_ocaml {A : Type} (l : list A) := +> match l with +> | Inj x => List.nth x 0 +> | _ => raise Match +> end. +> +> (* Define a function to execute the OCaml command and check if the output Ast is correct *) +> +> Definition run\_ocaml\_generator {A : Type} (input\_ast : list A) := +> let cmd := "dune exec coq\_ast\_generator -- --input-ast " ^ string\_of\_list Input.encode input\_ast ^ " --output-ast -" in +> let output\_ast := Sys.command cmd |> to\_ocaml in +> ast\_check input\_ast output\_ast. +> +> (* Check if the OCaml program correctly generates Ast structures from Coq *) +> +> Theorem ocaml\_generator\_correct {A : Type} (input\_ast : list A) : run\_ocaml\_generator input\_ast = true. +> Proof. +> intros A input\_ast. +> unfold run\_ocaml\_generator, of\_ocaml, to\_ocaml in *. +> simpl in *. +> (* Insert the actual test command here *) +> apply check\_equality. +> Qed. +#+end_src diff --git a/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt b/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt new file mode 100644 index 0000000..5735a0a --- /dev/null +++ b/data/generic_proof_executable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt @@ -0,0 +1,29 @@ + +#+begin_src input +We are building a proof and prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Bytecode . We want to generate and test and prove the results. Trace how the requirements are reflected in the prompt, the test and the proof. What is your response? Please generate prompt/proof/test variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create a set of five prompts, tests, and Coq proofs related to building a proof and prompt software generator for OCaml with Coq proofs using a large language model, proof engine, and adaptive language agent architecture. The context includes the verb "Launch", the type name "executable with an executable", and the place "Ast connected with Bytecode". Here are five possible sets of prompts, tests, and Coq proofs that meet your requirements: + +Prompt 1: Generate a simple OCaml program that prints "Hello, World!" to the console. +Test 1: Compile the OCaml program to bytecode and run it to verify that it prints "Hello, World!". +Coq Proof 1: Write a Coq proof that shows that the OCaml program satisfies its specification (i.e., it prints "Hello, World!"). + +Prompt 2: Given an abstract syntax tree (AST) representing an OCaml expression, generate the corresponding bytecode. +Test 2: Create a set of test ASTs and their corresponding bytecode, and verify that the generated bytecode matches the expected bytecode. +Coq Proof 2: Write a Coq proof that shows that the AST-to-bytecode generator is correct. + +Prompt 3: Given an executable OCaml program in bytecode format, generate a set of tests that cover all possible execution paths. +Test 3: Run the generated tests on the OCaml program and verify that they pass. +Coq Proof 3: Write a Coq proof that shows that the test generator is sound (i.e., it generates tests that cover all possible execution paths). + +Prompt 4: Given an executable OCaml program in bytecode format, generate a formal specification in Coq. +Test 4: Verify that the generated Coq specification matches the behavior of the OCaml program. +Coq Proof 4: Write a Coq proof that shows that the OCaml program satisfies its specification. + +Prompt 5: Given a set of Coq specifications for an OCaml program, generate a proof that the program is correct with respect to its specifications. +Test 5: Verify that the generated proof is valid and sound. +Coq Proof 5: Write a Coq proof that shows that the proof generator is correct (i.e., it generates valid and sound proofs). + +Note that these are just examples, and there are many other possible prompts, tests, and Coq proofs that could be generated in this context. The key is to ensure that each prompt, test, and proof reflects the requirements of building a proof and prompt software generator for OCaml with Coq proofs using a large language model, proof engine, and adaptive language agent architecture. +#+end_src diff --git a/data/generic_proof_executable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/generic_proof_executable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..d0ccf69 --- /dev/null +++ b/data/generic_proof_executable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,103 @@ + +#+begin_src input +We are building a proof and prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . We want to generate and test and prove the results. Trace how the requirements are reflected in the prompt, the test and the proof. What is your response? Please generate prompt/proof/test variant array of size 6 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create a set of six prompts, tests, and Coq proofs related to building a proof and prompt software generator for OCaml using a large language model, proof engine, and adaptive language agent architecture. The context includes the verb "Launch doing introspect", type name "executable with an executable", and place "Ast connected with Ast". Here are six sets of prompts, tests, and Coq proofs that reflect the requirements: + +1. Prompt: Write a function that takes an Ast and returns an executable. Test: Apply the function to an Ast and check if the result is an executable. Coq Proof: Prove that the function always returns an executable. +```ocaml +let ast_to_executable (ast : Ast.t) : Executable.t = ... + +(* Test *) +let executable = ast_to_executable some_ast in +assert (Executable.check executable) + +Lemma ast_to_executable_correct : forall ast, {| ast_to_executable ast with Executable.t |}. +Proof. + intros ast. + unfold Executable.t. + apply (fun exe => exe = Executable.create (Ast.to_string ast)). + apply Ast.equal. +Qed. +``` +2. Prompt: Write a function that takes two Asts and connects them. Test: Apply the function to two Asts and check if the result is an Ast connected with Ast. Coq Proof: Prove that the function always returns an Ast connected with Ast. +```ocaml +let ast_connect (ast1 : Ast.t) (ast2 : Ast.t) : Ast.t = ... + +(* Test *) +let ast_connected = ast_connect some_ast1 some_ast2 in +assert (Ast.equal ast_connected (Ast.connect some_ast1 some_ast2)) + +Lemma ast_connect_correct : forall ast1 ast2, {| ast_connect ast1 ast2 with Ast.t |}. +Proof. + intros ast1 ast2. + unfold Ast.t. + apply (fun ast => ast = Ast.connect ast1 ast2). +Qed. +``` +3. Prompt: Write a function that launches an executable and does introspection on its behavior. Test: Apply the function to an executable and check if the result is a string describing the behavior. Coq Proof: Prove that the function always returns a string describing the behavior. +```ocaml +let launch_and_introspect (executable : Executable.t) : string = ... + +(* Test *) +let behavior = launch_and_introspect some_executable in +assert (not (String.is_empty behavior)) + +Lemma launch_and_introspect_correct : forall executable, {| launch_and_introspect executable with string |}. +Proof. + intros executable. + unfold Executable.t. + apply (fun exe => exe = Executable.create _). + apply String.non_empty. +Qed. +``` +4. Prompt: Write a function that generates an OCaml file from an Ast. Test: Apply the function to an Ast and check if the result is an OCaml file. Coq Proof: Prove that the function always returns an OCaml file. +```ocaml +let ast_to_ocaml (ast : Ast.t) : string = ... + +(* Test *) +let ocaml_file = ast_to_ocaml some_ast in +assert (String.is_suffix ~suffix:".ml" ocaml_file) + +Lemma ast_to_ocaml_correct : forall ast, {| ast_to_ocaml ast with string |}. +Proof. + intros ast. + unfold Ast.t. + apply (fun ast => ast = Ast.to_string ast). + apply String.non_empty. +Qed. +``` +5. Prompt: Write a function that generates a Coq file from an Ast. Test: Apply the function to an Ast and check if the result is a Coq file. Coq Proof: Prove that the function always returns a Coq file. +```ocaml +let ast_to_coq (ast : Ast.t) : string = ... + +(* Test *) +let coq_file = ast_to_coq some_ast in +assert (String.is\_suffix ~suffix:".v" coq\_file) + +Lemma ast\_to\_coq\_correct : forall ast, {| ast\_to\_coq ast with string |}. +Proof. + intros ast. + unfold Ast.t. + apply (fun ast => ast = Ast.to\_string ast). + apply String.non\_empty. +Qed. +``` +6. Prompt: Write a function that generates an OCaml and Coq files from an Ast, compiles them, and runs the resulting executable. Test: Apply the function to an Ast and check if the result is a string describing the behavior of the executable. Coq Proof: Prove that the function always returns a string describing the behavior of the executable. +```ocaml +let ast_to_executable_behavior (ast : Ast.t) : string = ... + +(* Test *) +let behavior = ast_to_executable_behavior some_ast in +assert (not (String.is_empty behavior)) + +Lemma ast_to_executable_behavior_correct : forall ast, {| ast_to_executable_behavior ast with string |}. +Proof. + intros ast. + unfold Ast.t. + apply (fun ast => ast = Ast.to_string ast). + apply String.non_empty. +Qed. +``` +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt new file mode 100644 index 0000000..fa2419f --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with company . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: company connected with company + +Variant array of size 1: +[| "Imagine doing introspection on the executable we're building for our company, which is a software generator for OCaml with Coq proofs. The language model and proof engine are combined via an adaptive language agent architecture, allowing us to ensure the correctness of the generated software with mathematical precision." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt new file mode 100644 index 0000000..7796853 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt @@ -0,0 +1,19 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with heap . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a possible variant using the verb "imagine", type name "executable", and place "company connected with heap": + +Variants: + +* Imagine an "introspectExecutable" that provides detailed insights into the behavior of other executables within the company connected with heap. This tool could be used to optimize performance, identify security vulnerabilities, or ensure compliance with industry standards. The Coq proofs generated by our software generator would provide mathematical guarantees of the tool's correctness and reliability. + +The variant array of size 1 in OCaml could look like this: + +type executable = IntrospectExecutable of introspect_executable + +and the introspect\_executable record type might include fields for things like the target executable to be analyzed, the analysis algorithm to be used, and the desired level of detail in the output. + +I hope that helps! Let me know if you have any other questions or need further clarification. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt new file mode 100644 index 0000000..9955f73 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt @@ -0,0 +1,29 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with list . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context! + +Imagine doing introspect at a company connected with lists. As you dive deep into the software generator for OCaml and Coq proofs, you realize that there is a need for a versatile data structure to manage various executables. With this in mind, let's define a variant array of size 1: + +type executable = +| Exec_name of string +| Exec_coq of Proof.t +| Exec_ocaml of Compiler.t + +and + +type executable_array = { +data : executable array; +length : int; +} + +variant variant_executable_array of size 1 = { +one_exec : executable_array; +} + +In this definition, the `executable` type can represent an executable in different forms: a simple name as a string, a Coq proof, or an OCaml compiler. The `executable_array` type is used to manage an array of executables along with its length for easier manipulation. + +The `variant_executable_array` type is a variant array of size 1, where the only possible value is an array of executables. This design allows for flexibility and scalability in managing executables within our software generator. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt new file mode 100644 index 0000000..7585102 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with main memory . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: company connected with main memory + +Variant array of size 1: +[| "Imagine executing an introspection tool (as an executable) that provides insights into the behavior and performance of the company's software, running directly in the main memory, and generating a Coq proof along with an OCaml code generator to ensure correctness and reliability." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt new file mode 100644 index 0000000..a6801dd --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt @@ -0,0 +1,30 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with project . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant Array of Size 1: + +type executable =Executable of string + +Let'Imagine = Executable "imagination.exe" + +(* Adaptive Language Agent Architecture *) +let language_agent = +match Imagine with +| Executable exe -> +Printf.printf "Running introspection with the executable %s\n" exe; +let result = Proof_Engine.run exe in +Printf.printf "Introspection complete, processing results...\n"; +result + +(* Building Software Generator *) +let software_generator = +Language_Agent.language_agent :: Proof_Engine.proof_engine :: Large_Language_Model.model :: [] + +(* Company Project Connection *) +let company_project = +match software_generator with +| Language_Agent.language_agent::Proof_Engine.proof_engine::Large_Language_Model.model::[] -> +Printf.printf "Software generator for OCaml with Coq proofs connected to company project.\n" +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt new file mode 100644 index 0000000..3e64709 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt @@ -0,0 +1,36 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with stack . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: company connected with stack + +Response: + +type executable = { +name : string; +code : string; +coq_proofs : string; +language_model : string; +proof_engine : string; +adaptive_language_agent : string; +} + +let exec = { +name = "software_generator"; +code = "ocaml and coq code for generating software"; +coq_proofs = "formal proofs of software correctness"; +language_model = "large language model for natural language processing"; +proof_engine = "automated theorem prover for formal verification"; +adaptive_language_agent = "agent architecture for combining the language model and proof engine"; +} + +let exec\_variant = [|exec|] + +In this response, we define a record type `executable` that includes fields for the name, code, Coq proofs, language model, proof engine, and adaptive language agent. We then create an instance of this type called `exec`, which represents our software generator. Finally, we create a variant array of size 1 containing the `exec` instance. The company connected with stack could be a company that specializes in developing advanced software development tools using functional programming languages like OCaml and Coq, and leverages the power of large language models and automated theorem provers to build highly reliable and secure systems. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt new file mode 100644 index 0000000..a1e290d --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt @@ -0,0 +1,29 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with tree . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the provided context. Here's a variant array of size 1: +```ocaml +type executable = { + name : string; + coq_proofs : Proof.t list; + language_model : LanguageModel.t; + adaptive_language_agent : AdaptiveLanguageAgent.t; +} + +let executable1 = { + name = "introspect-executable"; + coq_proofs = [Coq.create_proof "introspect_spec" introspect_spec]; + language_model = LargeLanguageModel.generate_language_model "introspection"; + adaptive_language_agent = AdaptiveLanguageAgent.create ( + CompanyConnectedWithTree.get_tree () + ); +} +``` +In this example, we define a record type called `executable` that includes the name of the executable, its Coq proofs, a large language model, and an adaptive language agent. The `introspect-executable` variant has a single Coq proof for the "introspect\_spec" specification, generated using the `create_proof` function from the Coq module. + +The large language model is generated using the `generate_language_model` function from the `LargeLanguageModel` module, with "introspection" as its input. The adaptive language agent is created using the `create` function from the `AdaptiveLanguageAgent` module and the tree from the `CompanyConnectedWithTree` module's `get_tree` function. + +Note that this is just an example, and there may be other ways to interpret the provided context. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt new file mode 100644 index 0000000..1d26235 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt @@ -0,0 +1,21 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with university . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant Array of Size 1: + +Type: Executable +Name: "Introspective OCaml Prover" +Place: University-Connected Company + +Imagining an executable named "Introspective OCaml Prover," built at a company with close ties to a university, brings to mind a powerful tool that combines the strengths of OCaml, Coq proofs, and a large language model. This executable performs introspection, delving deep into codebases to ensure their correctness and reliability, backed by formal proofs generated using Coq. + +At its heart, "Introspective OCaml Prover" is an amalgamation of several distinct components: + +1. An extensible language model that suggests potential implementations for given specifications, serving as a creative force for developers writing code in the OCaml language. +2. A powerful proof engine capable of generating and verifying Coq proofs to confirm the correctness and formal properties of generated or written code. +3. An adaptive language agent architecture that connects the language model with the proof engine, allowing for seamless interaction between these two critical components. + +Together, this executable embodies the spirit of collaboration between academia and industry, offering a unique toolset for developing correct and reliable software in an efficient and intuitive manner. By combining the strengths of OCaml, Coq proofs, and advanced language models, "Introspective OCaml Prover" promises to redefine what's possible in formal methods and automated theorem proving. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt new file mode 100644 index 0000000..075027b --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with company What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand the context. Here's a variant array of size 1 with a creative use of the given context: + +Variants: + +1. ["Imagine", "doing", "introspect", "on", "the", , "of", 's, , "to", "generate", "ocaml", "software", "with", "coq", "proofs", "using", , "and", , "combined", "via", ] + +Explanation: +In this variant, the user is imagined to be doing introspect on a specific executable that belongs to the project connected with the company. The goal is to generate OCaml software with Coq proofs using a large language model and a proof engine combined via an adaptive language agent architecture. This allows for a more tailored approach in generating the desired software, as the user can specify which executable they want to introspect on to guide the generation process. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt new file mode 100644 index 0000000..1a52e8b --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt @@ -0,0 +1,25 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with heap What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to generate a variant array of size 1, where the elements are related to the context you provided. Here's one possible response: +```ocaml +type executable = { + name : string; + path : string; + args : string list; +} + +let my_executable = { + name = "coqide"; + path = "/path/to/coqide"; + args = ["-emacs"; "-R"; "/path/to/my/project"]; +} + +let variant_array = [| my_executable |] +``` +In this example, I defined an `executable` record type with three fields: `name`, `path`, and `args`. Then, I created an instance of this type called `my_executable` that represents the CoqIDE executable. The `path` field contains the path to the CoqIDE binary, and the `args` field contains the command-line arguments that should be passed to CoqIDE when it is launched. + +Finally, I created a variant array of size 1 called `variant_array`, which contains a single element: `my_executable`. This array can be used in your software generator to represent an executable associated with your project. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt new file mode 100644 index 0000000..a333ec4 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt @@ -0,0 +1,23 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with list What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the provided context! + +Verb: Introspect +Type Name: Executable +Place: Project connected with a list + +In the context of building a software generator for OCaml with Coq proofs, let's imagine an "introspect" executable as a tool that helps users understand and analyze the behavior of their code. Specifically, this executable could be part of a project focused on generating variant arrays of customizable size in OCaml. + +The "project connected with list" reference suggests that our introspection tool should provide insights into how lists are handled within the generated OCaml code. With this in mind, we can imagine the "introspect" executable as a command-line tool that accepts an array size parameter and generates a variant array of the specified size using OCaml syntax. + +As part of its introspection capabilities, the tool could provide information about how memory is allocated for each element in the array, as well as any optimizations or trade-offs made during the generation process. This would allow developers to better understand the behavior of their code and make informed decisions when modifying it for specific use cases. + +To generate a variant array of size 1 using this executable, you could run the following command in a terminal: + +$ ./introspect --array-size 1 + +This would produce an OCaml expression that creates a variant array of size 1, along with any relevant performance metrics or insights. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt new file mode 100644 index 0000000..a30f494 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt @@ -0,0 +1,23 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with main memory What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can work with the given context to generate a creative response. Here it is: + +Imagine doing introspect on this project, which is a software generator for OCaml with Coq proofs. The type name in focus is an "executable with a executable," which suggests that we are building not just one, but two executables. These may be two separate programs, or they could be related in some way, such as one being a compiler for the other. + +As for the place, our project is connected to main memory. This could mean that our software generator is designed to work directly with memory-resident data structures, possibly even modifying them in real time as it generates code or proofs. + +With these considerations in mind, here's a variant array of size 1 that might fit the bill: + +type executable = +| Compiler of string * int (* name of compiled language, version *) +| Prover of Coq_proof.t (* representation of a Coq proof *) + +let example_executable = Compiler ("OCaml", 4_13) + +This variant type defines two kinds of executables: compilers and provers. A compiler is identified by the name of the language it compiles and its version number, while a prover is represented by a Coq proof object. The example value shows how to create an instance of the Compiler variant. + +Of course, this is just one possible interpretation of the given context. There are many other ways it could be creatively extended or adapted. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt new file mode 100644 index 0000000..c6d7cd3 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt @@ -0,0 +1,25 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with project What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can work with the given context to generate a response. + +In the context of building a software generator for OCaml with Coq proofs using a large language model and a proof engine combined via an adaptive language agent architecture, let's imagine doing introspect. Specifically, let's consider the concept of an "executable with an executable" in the project connected with another project. + +One possible interpretation of this context could be a situation where we have two related projects, each with its own main executable file. The first project is built using OCaml and includes Coq proofs, while the second project is built using a different programming language and technology stack. Our goal is to create a variant array of size 1 that represents the relationship between these two projects and their respective executables. + +Here's one possible way we could define this variant array: + +type executable_relation = +| SameExecutable of string (* name of the shared library *) +| DifferentExecutable of string * string (* names of the two executables *) + +let executable_relation_example = [|DifferentExecutable ("ocaml_main", "other_lang_main")|] + +In this example, we define a new type called "executable\_relation" that can represent either the case where both projects share the same main executable file (using the "SameExecutable" variant), or the case where they have different main executables (using the "DifferentExecutable" variant). The "SameExecutable" variant would be used when the two projects are so closely related that they essentially function as a single project with a shared entry point. + +The "executable\_relation\_example" value then creates an array of size 1 that contains a single "DifferentExecutable" variant, representing the case where the two projects have different main executables. The names of these executables are passed as arguments to the "DifferentExecutable" variant constructor. + +Of course, there are many other possible ways we could interpret and represent this concept using a variant array or other data structure. The important thing is to capture the essential relationships between the projects and their executables in a way that is clear, concise, and flexible enough to accommodate different use cases. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt new file mode 100644 index 0000000..9f0d3c4 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with stack What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context! + +Imagining doing an introspect, within our project connected with stack, we are building an "executable with a twist" as part of a software generator for OCaml and Coq proofs. The twist is that this executable is not just any ordinary program - it's a cleverly designed tool that utilizes the power of a large language model and a proof engine combined via adaptive language agent architecture. + +As a variant array of size 1, I present to you: + +[| "OCaml-Coq Proof Executable with Adaptive Language Agent" |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt new file mode 100644 index 0000000..dc81be2 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt @@ -0,0 +1,28 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with string What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a variant array of size 1: +```ocaml +type executable = { + name : string; + path : string; +} + +let project_executables = [| {name="software_generator"; path="path/to/software_generator"} |] + +let imagine_introspect_project () = + Array.iter (fun exec -> + match exec.name with + | "software_generator" -> + Format.printf "Imagine introspecting the software generator, which is an executable located at: %s\n" exec.path + | _ -> () + ) project_executables +``` +In this example, we define a record type `executable` with two fields: `name` and `path`, both of which are strings. We then create an array `project_executables` that contains one element, representing the "software\_generator" executable located at "path/to/software\_generator". + +The function `imagine_introspect_project` takes no arguments and iterates over each element in the `project_executables` array. For each executable, it checks if the name is "software\_generator", and if so, it prints a message indicating that we are introspecting the software generator located at the given path. + +Note that this is just one possible interpretation of your prompt, and there may be other ways to creatively use the provided context as well! +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt new file mode 100644 index 0000000..420fe44 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with tree What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand the context. Here's a creative response using the given elements: + +Type: IMAGINE_EXECUTABLE + +Variants: + +1. ImagineExecutableProjectTree := The ability to introspect and visualize the structure of an OCaml project connected with a proof tree in Coq, using our large language model and proof engine. This variant highlights the potential for better understanding and navigating complex codebases and their associated formal proofs. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt new file mode 100644 index 0000000..669d1d6 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt @@ -0,0 +1,24 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with university What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure! Based on the given context, here's a variant array of size 1 that uses the provided verb, type name, and place creatively: +```ocaml +type executable = { + name : string; + path : string; + args : string list; +} + +let project_introspect () : executable array = + [| + { + name = "Language Model"; + path = "path/to/language_model"; + args = ["--help"]; + }; + |] +``` +In this example, the `project_introspect` function returns an array of size 1 containing a single executable object representing the large language model used in the software generator project connected with the university. The name of the executable is "Language Model", and its path and arguments are set accordingly. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt new file mode 100644 index 0000000..e034793 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with vector What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a creative and forgiving response: + +"When imagining an introspect verb in the context of this project connected with vectors, one might envision a 'trace' executable. This trace executable could be a variant array of size 1, where the single variant is a function that takes a vector as input and outputs a detailed report of its contents and behavior during execution. + +Such a tool would allow for deeper insight into how the project's OCaml code and Coq proofs are interacting with vectors at a low level. By providing a visualization or structured output of the vector's data and operations, it could help developers identify potential issues, optimize performance, and better understand the overall behavior of their code. + +Of course, building such a tool would require careful consideration of both the language model and proof engine used in the adaptive language agent architecture. But with some creative engineering and a forgiving attitude towards unexpected challenges, I believe it could be a valuable addition to the project's toolkit." +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt new file mode 100644 index 0000000..35dea07 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with company What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: university connected with company + +Variant array of size 1: +[| "Imagine executing an introspection tool, developed at the intersection of academia and industry, that generates OCaml code accompanied by Coq proofs using a large language model and a proof engine integrated through an adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt new file mode 100644 index 0000000..d4e2df3 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with heap What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context. + +Verb: Introspect +Type Name: Executable +Place: University Heap + +Imagine an executable program resulting from deep introspection at a university connected with a heap of knowledge. This software generator for OCaml with Coq proofs, powered by a large language model and a proof engine, embodies the essence of adaptive language agent architecture. The program, when executed, could generate a variant array of size 1, encapsulating the unique blend of formal methods, programming languages, and artificial intelligence. + +This executable represents the pinnacle of collaboration between academia and technology, bridging the gap between theory and practice. With each execution, it generates a new variant array, showcasing its versatility and adaptability in producing customized solutions tailored to specific needs. The university heap serves as an endless source of inspiration and validation for the program's output, ensuring that it meets the highest standards of rigor and innovation. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt new file mode 100644 index 0000000..d07d8a5 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt @@ -0,0 +1,17 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with list . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: + +* Verb: Imagine doing introspect +* Type Name: executable with an executable +* Place: university connected with list + +Variant array of size 1: + +[| "Imagine engaging in introspection while developing an 'executable with an executable' at a university connected to a list." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt new file mode 100644 index 0000000..8a5d655 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt @@ -0,0 +1,22 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with main memory What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Imagining an "introspect" verb, we can think of it as examining or reflecting on a program's behavior. Given that we are building a software generator for OCaml with Coq proofs and a large language model, we could use introspection to analyze the generated code and verify its correctness. + +With an "executable" type name, we can think of it as a compiled program that performs a specific task. At a university connected with main memory, we can imagine a computing cluster where many such executables are running concurrently, sharing resources like CPU time and memory. + +So, for a variant array of size 1 in this context, we could have: +```ocaml +type executable = Exec of string * Coq_proof.t + +let example_executable = + Exec ("my_program", Coq_proof.create_valid_proof "my_program_spec") +``` +Here, we define the `executable` type as a variant containing an OCaml program (represented as a string) along with its corresponding Coq proof of correctness. We then create an instance of this type called `example_executable`, where "my\_program" is a sample OCaml program and "my\_program\_spec" is its formal specification, proved valid using the Coq proof assistant. + +This approach allows us to maintain confidence in the behavior of our generated software, even as we scale up to generate many such executables for use in a computing cluster or other high-performance computing environment. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt new file mode 100644 index 0000000..ca493a9 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with project What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: university connected with project + +Variant array of size 1: + +[| "Imagine executing an introspection tool, a special kind of software generator, at the university as part of the OCaml and Coq proofs project. This tool utilizes a large language model and a proof engine combined via adaptive language agent architecture to create an executable that can reflect on its own code and provide insights about its behavior." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt new file mode 100644 index 0000000..5234768 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt @@ -0,0 +1,51 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with stack What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context! + +Imagining an introspection of the software generator project at a university connected with Stack, we have: + +* Verb: "introspect" +* Type Name: "executable with a executable" (I will interpret this as two separate executables) +* Place: "university connected with stack" (I will assume this means a university that uses or is affiliated with Stack in some way) + +With these elements, we can create a variant array of size 1 that encapsulates the idea of testing and deploying the two executables at the university: +```ocaml +type executable = Executable of string * Coq_proof.t + +type test_result = + | Passed of string + | Failed of string + +type deployment_status = + | Pending + | Deployed of string + +type variant = { + name : string; + executable : executable; + test_results : test_result list; + deployment_status : deployment_status; +} [@@deriving variants] + +let university_executables = [| + { + name = "OCaml Software Generator"; + executable = Executable("ocaml-generator.exe", Coq_proof.create()); + test_results = []; + deployment_status = Pending; + }; + { + name = "Coq Proof Engine"; + executable = Executable("coq-engine.exe", Coq_proof.create()); + test_results = []; + deployment_status = Pending; + } +|] +``` +In this example, we define an `executable` type that consists of a name and a Coq proof associated with it. We also define types for testing results and deployment status. The `variant` type is then defined to encapsulate all these elements in a single record. Finally, the `university_executables` variant array contains two instances of this record, one for each executable that will be generated by the project. + +This variant array can then be used to track the testing and deployment status of each executable at the university connected with Stack. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt new file mode 100644 index 0000000..f034c57 --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with string . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context! + +Here's a variant array of size 1, based on the context provided: + +[| "Imagine doing introspect at the university's executable string-connected lab, where we build a language model and proof engine for OCaml and Coq." |] +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt new file mode 100644 index 0000000..990f41a --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with tree What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the provided context! + +Imagine doing introspection at a university that is connected like a tree. As you traverse the winding paths and branches of this arboreal academic institution, you come across an executable file tucked away in a quiet corner. This isn't just any ordinary executable, but rather a software generator for OCaml with Coq proofs, combined with a large language model and a proof engine via an adaptive language agent architecture. + +As you examine the executable more closely, you realize that it has the ability to generate variant arrays of size 1. With just a few clicks, you can create a custom array containing a single element of any data type. The language model and proof engine work together seamlessly to ensure the correctness and accuracy of each generated array, giving you peace of mind as you incorporate them into your larger software systems. + +With this powerful tool at your disposal, you feel a sense of excitement and possibility as you explore the many potential applications for variant arrays of size 1 in your OCaml and Coq projects. The university tree has provided you with a valuable resource for expanding your knowledge and skills in functional programming and formal verification. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt new file mode 100644 index 0000000..c27a52c --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with university What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context. + +Imagine doing introspect, you might reflect on the projects you've worked on in the past. At a university connected with other universities, one project that could be developed is an "executable executable generator." This generator would create customized OCaml software with verified Coq proofs using a large language model and a proof engine integrated through an adaptive language agent architecture. The resulting variant array of size 1 might contain this single executable program, which could then be shared with other universities to help them in their own development of verified software. +#+end_src diff --git a/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt new file mode 100644 index 0000000..98fe27e --- /dev/null +++ b/data/genericexecutable_1.1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt @@ -0,0 +1,27 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with vector . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the context you've provided and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: university connected with vector + +Response: + +type executable = { +introspect : unit -> unit; +code : string; +} + +let executable_vector = +[| { introspect = fun () -> Printf.printf "Introspecting executable...\n"; ; +code = "(* generated code for executable *)" } |] + +The `executable` type here represents an executable with a special `introspect` function, which allows us to perform some sort of reflection or inspection on the executable itself. The vector `executable_vector` contains one instance of this type, which can be used for introspection using the `introspect` function. + +Of course, this is just a creative interpretation of your context and may not be exactly what you had in mind, but I hope it helps spark some ideas for your software generator project! +#+end_src diff --git a/data/genericexecutable_1.new_1Imagine b/data/genericexecutable_1.new_1Imagine new file mode 100644 index 0000000..69e6862 --- /dev/null +++ b/data/genericexecutable_1.new_1Imagine @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with project What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while using the given context. Here's a variant array of size 1: + +type executable = Executable of string + +let exec_variant : executable variant array = [|Executable "ocaml_coq_generator"|] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt new file mode 100644 index 0000000..47ee0aa --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_company.txt @@ -0,0 +1,37 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with company . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Imagining an "introspect" verb, we can think of it as a process of examining and reflecting on the inner workings or characteristics of something. In the context of building a software generator for OCaml with Coq proofs, we can use introspection to analyze and understand the language model, proof engine, and adaptive language agent architecture. + +For Type Name: executable with an executable, we can consider creating a variant array of size 1 that represents different types of executables that our software generator can produce. Here is an example: + +type executable = +| Compiler_exe of string +| Prover_exe of string +| Agent_exe of string + +and exe_variant = { +name : executable; +path : string; +} + +let exec_array = [| { name = Compiler_exe "ocamlc"; path = "/usr/bin/ocamlc" }; +{ name = Prover_exe "coqtop"; path = "/usr/bin/coqtop" }; +{ name = Agent_exe "alaa"; path = "/home/user/alaa_agent" } |] + +In this example, we define a type executable that can be a compiler, prover, or agent. We then create an array of size 1 (exec\_array) that contains three different types of executables: the OCaml compiler, Coq prover, and our custom language agent "alaa". Each element in the array contains a name and path for the corresponding executable. + +Finally, for Place: company connected with company, we can consider how our software generator might be used within a company setting. Perhaps it could be used to enforce code standards and consistency, or to verify that critical systems are functioning correctly. Here is an example of how this context could be incorporated into a function: + +let generate_code ~company = +match company with +| "Acme Corp" -> OCaml_generator.create_module "acme_module" +| "Tech Inc" -> Coq_generator.create_proof "tech_proof" +| _ -> failwith "Company not supported" + +In this example, we define a function generate\_code that takes in a company name as an argument and generates either OCaml code or a Coq proof based on the input. We use a match statement to determine which type of code to generate based on the company name. This demonstrates how our software generator can be customized for different companies and their specific needs. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt new file mode 100644 index 0000000..38d35e8 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_heap.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with heap . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the context provided and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: company connected with heap + +Variant array of size 1: + +[| "Imagine executing an introspection tool as a company, connected to a heap data structure, where the introspection is implemented as a single self-contained program with its own dependencies and runtime environment." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt new file mode 100644 index 0000000..e4cb1f5 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_list.txt @@ -0,0 +1,31 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with list . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: Company connected with list + +Response: + +type exec_kind = +| OCaml of string +| Coq of string + +type exec_list = +| Nil +| Cons of exec_kind * exec_list + +(* Introspecting the company's software generator, we can see that it generates two kinds of executables: OCaml and Coq. +Each executable is represented as a string containing its name and any necessary arguments. +An exec_list is a linked list of these kind-name pairs, allowing for easy iteration over the generated executables. *) + +let exec_array : exec_kind array = [| OCaml "ocaml_executable"; Coq "coq_proof" |] + +(* The exec_array type is a variant array with two elements: one of kind OCaml, and one of kind Coq. +This represents the company's software generator's output in a compact and easily-accessible form. *) +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt new file mode 100644 index 0000000..aa46221 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_main_memory.txt @@ -0,0 +1,21 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with main memory . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can work with the given context to generate a variant array of size 1. Here's an example using the provided verb, type name, and place: + +type executable = { +name : string; +path : string; +proof : Coq_proof.t; +} + +let executables = [| +{name="ocaml_compiler"; path="/company/main_memory/tools/ocaml"; proof=Coq_proof.load "/company/main_memory/coq/ocaml_compilation.v"}; +|] + +In this example, we define a record type called executable with three fields: name (a string), path (a string), and proof (a Coq proof object). We then create an array of one element, which is an instance of the executable record. The instance has a name of "ocaml\_compiler", a path to the OCaml compiler in the main memory of the company's network, and a proof object that was loaded from a Coq file located at "/company/main\_memory/coq/ocaml\_compilation.v". + +This array can be used by the language model and proof engine as part of the adaptive language agent architecture for generating OCaml software with verified COQ proofs. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt new file mode 100644 index 0000000..3dc9635 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_project.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with project . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Here's a variant array of size 1, where the verb, type name, and place have been adjusted accordingly: + +- ["CompanyProject": Imagine performing introspect; Type: Executable file with Coq proofs; Place: within the software generator for OCaml] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt new file mode 100644 index 0000000..20cdf0b --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_stack.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with stack . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively while incorporating the given context. Here's one possible variant: + +Type: Imaginarium (an introspective executable) +Place: Company stackhouse + +Imagine having access to a powerful tool that can generate OCaml software with Coq proofs, all powered by a large language model and a proof engine integrated via an adaptive language agent architecture. Introducing the Imaginarium, an executable that allows you to explore and introspect this process in a unique and interactive way. + +With the Imaginarium, you can gain insights into how the software generator works, visualize the Coq proofs as they are being constructed, and even tweak the language model's parameters on the fly. The adaptive language agent architecture ensures that the Imaginarium is always learning and improving, allowing it to provide more accurate and relevant results over time. + +At stackhouse, we believe that the Imaginarium is a game-changer for OCaml development, providing a new level of transparency and interactivity that is unmatched by other tools. So why not give it a try and see what you can imagine? +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_string.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_string.txt new file mode 100644 index 0000000..530abf2 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_string.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with string . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context! + +Here's a variant array of size 1, inspired by the context: + +[| "Imagine executing an introspect-style tool at our company, which generates OCaml code with Coq proofs using a large language model and a proof engine, all integrated via an adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt new file mode 100644 index 0000000..1ee501d --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_tree.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with tree . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the context provided and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: company connected with tree + +Variant array of size 1: +[| "Imagine executing an introspection tool (as an executable) that delves into the inner workings of our company, represented as a tree-like structure, and generates a report (also as an executable) showcasing insights and analytics about our software generator for OCaml with Coq proofs, leveraging a large language model and a proof engine combined via adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt new file mode 100644 index 0000000..b54fc18 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executablecompany_connected_with_university.txt @@ -0,0 +1,12 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: company connected with university . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: + +type executable =Executable of string + +let imagine_introspect (Executable(name)): unit = +Printf.printf("Imagining introspection for the OCaml with Coq proofs executable named %s\n" name) +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt new file mode 100644 index 0000000..9d3d94a --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_company.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with company . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: project connected with company + +Variant array of size 1: + +[| "Imagine executing an introspection tool as an executable within the project, closely connected to the company's goals, which provides insights on the software generator for OCaml and Coq proofs using a large language model and a proof engine integrated via adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt new file mode 100644 index 0000000..ca16dd4 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_heap.txt @@ -0,0 +1,27 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with heap . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: project connected with heap + +Response: + +type executable = { +introspection_result : string option; +} + +let create_executable () : executable = { +introspection\_result = Some "Successfully introspected the project heap."; +} + +let executable\_variant = [|create\_executable|] + +Explanation: +We imagine doing introspection as a way of examining the current state of the project, which is connected with heap. The `executable` type is defined as a record containing an optional string for storing the result of the introspection. The `create_executable` function creates an instance of the `executable` type by performing introspection and storing its result in the record. Finally, we create a variant array of size 1, which contains the single value returned by `create_executable`. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt new file mode 100644 index 0000000..f89750a --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_list.txt @@ -0,0 +1,20 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with list . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Imagine doing introspect on the executable named "ListProject" within our software generator. We could generate a variant array of size 1 that contains different ways to manipulate and interact with the list data structure present in the project. Here are some possible examples: + +- Variant 1: Sorting algorithms + + Array.sort Int.compare + + Merge.msort + + Quick.qsort + + Heap.hsort + + etc. + +This variant would provide different options for sorting a list of integers, allowing the user to choose the most appropriate algorithm based on their specific use case. + +Of course, there are many other possible ways to manipulate and interact with lists in OCaml and Coq, so this is just one example of how we could generate a variant array of size 1 using the given context. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt new file mode 100644 index 0000000..8302cdb --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_main_memory.txt @@ -0,0 +1,22 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with main memory . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Imagining an "introspect" verb, we can think of it as a process of examining and reflecting on the current state of the software generator project. With this in mind, here is a variant array of size 1: +```ocaml +type executable = { + name : string; + path : string; + coq_proofs : Coq_proof.t list; +} + +let project_state = + [| + {name="OCaml compiler"; path="path/to/ocamlc"; coq_proofs=[]}; + |] +``` +In this example, we define an `executable` type that includes the name, path, and a list of Coq proofs associated with each executable. We then create a variant array `project_state` of size 1, which contains information about the OCaml compiler as an executable in the project. The Coq proofs list for this executable is left empty, but could be populated with proofs generated by the proof engine and language model. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt new file mode 100644 index 0000000..c85b79d --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_project.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with project . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can work with the given context to generate a response. Here's a variant array of size 1 using the provided verb, type name, and place: + +Variants: [| { Verb = "Imagine"; TypeName = "Executable"; Place = "Project connected with Project B" } |] + +In this variant array, there is one element that describes a situation where you imagine an executable in the context of a project connected with another project called Project B. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt new file mode 100644 index 0000000..effdc09 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_stack.txt @@ -0,0 +1,20 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with stack . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a possible response: + +Imagine doing introspect on the executable named "ocaml-coq-software-generator" in our project connected with stack. We can create a variant array of size 1 that represents the different stages of development for this software generator. Here's an example: + +type stage = +| Planning +| Design +| Implementation +| Testing +| Deployment + +let current\_stage : stage = Imagine doing introspect and determining the current stage of development for our "ocaml-coq-software-generator" executable. The value returned would be one of the above stages, depending on where we are in the project lifecycle. + +By using a variant array, we can easily expand or modify the different stages as needed, while still maintaining type safety and ensuring that our language model and proof engine are aligned with the current stage of development. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt new file mode 100644 index 0000000..bb57155 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_string.txt @@ -0,0 +1,26 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with string . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a variant array of size 1: +```ocaml +type executable = { + name : string; + path : string; +} + +let project_executables = [| + {name = "coqide"; path = "coq/coqide.exe"}; +|] + +let imagine_introspect_project () = + Array.iter (fun executable -> + Printf.printf "Executable %s found at %s\n" + executable.name executable.path) + project_executables +``` +This code defines a variant array `project_executables` of size 1, containing a single OCaml record with two fields: `name` (a string representing the name of an executable) and `path` (a string representing the file path to that executable). The function `imagine_introspect_project` then iterates over this array, printing out the name and file path of each executable found in the project. + +Of course, this is just a simple example, but I hope it helps illustrate how you might use a variant array to represent a collection of related data in OCaml! +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt new file mode 100644 index 0000000..bd01a16 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_tree.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with tree . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: project connected with tree + +Variant array of size 1: + +[| "Imagine executing an introspect function that inspects the OCaml and Coq code within the project's tree structure, providing insights on how to improve the software generator and its accompanying proof engine." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt new file mode 100644 index 0000000..6f1cbd4 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_university.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with university . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I can work with that context! Here's a variant response using the given verb, type name, and place: + +Verb: Imagine doing introspect +Type Name: executable with a proof of correctness +Place: project connected with university + +Response: +When using our software generator for OCaml with Coq proofs, imagine doing introspect on an executable with a proof of correctness as its type name. As you delve into the intricacies of the code and the accompanying Coq formalization, you'll find yourself in a project connected with the university. This project is not just any ordinary software development task - it involves creating an adaptive language agent architecture that combines a large language model with a proof engine. As you introspect on the executable, you can explore how the different components of this system interact and ensure the integrity of the code through rigorous formal verification. This experience is not only intellectually stimulating but also contributes to advancing the state-of-the-art in software development and formal methods research. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt new file mode 100644 index 0000000..4ced5cd --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableproject_connected_with_vector.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: project connected with vector . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'd be happy to help! Based on the context you provided, here's a creative response: + +Imagine doing introspect on a project connected with vectors. As you gaze into the heart of the project, you see an executable named "VectorExec" standing proudly among its peers. This is no ordinary executable, but rather a variant array of size 1, specially crafted to optimize vector operations. + +The VectorExec has been trained with Coq proofs and a large language model, allowing it to generate OCaml code that is both efficient and reliable. Its adaptive language agent architecture enables it to seamlessly integrate with other parts of the project, ensuring smooth communication between components. + +As you observe the VectorExec in action, you can't help but marvel at its elegance and power. With each operation, it processes vectors like a seasoned expert, delivering accurate results with lightning speed. You imagine a world where all software is built with such care and attention to detail, and a sense of satisfaction washes over you. + +And so, as your introspection comes to an end, you take one last look at the VectorExec, knowing that it will continue to serve its purpose with grace and efficiency. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt new file mode 100644 index 0000000..1c59d45 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_company.txt @@ -0,0 +1,8 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with company . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: +[| "Imagining an executable named 'Introspecter' at the intersection of university and company, which is a software generator for OCaml with Coq proofs. The system utilizes a large language model and combines it with a proof engine through an adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt new file mode 100644 index 0000000..a444a11 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_heap.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with heap . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to creatively interpret the given context and generate a variant array of size 1. + +Context: +Verb: Imagine doing introspect +Type Name: executable with an executable +Place: university connected with heap + +Variant array of size 1: + +[| "Imagine executing an introspection tool (type: executable) at the university, which provides insights about the heap's memory management system, and then generating a similar tool (also type: executable) using OCaml and Coq proofs with a large language model and a proof engine combined via adaptive language agent architecture." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt new file mode 100644 index 0000000..c430d8f --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_list.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with list . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! + +Imagining doing some introspection at a university connected with a list, here's a variant array of size 1: + +[| (Executable_with_Coq_Proofs, "ocaml-coq-software-generator") |] + +This variant array contains one element, which is a tuple containing an executable type named "Executable\_with\_Coq\_Proofs" and the name of our software generator, "ocaml-coq-software-generator". The language model and proof engine combined via adaptive language agent architecture are no doubt integrated into this powerful tool. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt new file mode 100644 index 0000000..c56bd4a --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_main_memory.txt @@ -0,0 +1,21 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with main memory . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: + +type executable = { + name: string; + verb: string; + place: string; + coq_proofs: Proof.t option; +} + +let exec = { + name = "software_generator"; + verb = "imagining"; + place = "university_main_memory_connection"; + coq_proofs = None; +} +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt new file mode 100644 index 0000000..24785ac --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_project.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with project . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: + +type executable =Executable of string + +let _ = +imagining_introspect () ; +let the_project = Executable "ocaml_coq\_software\_generator" in +print\_endline (("The name of the executable for the university project is:\n "^(string\_of\_executable the\_project))) +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt new file mode 100644 index 0000000..af34014 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_stack.txt @@ -0,0 +1,15 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with stack . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant Array of Size 1: + +type executable = Executable of string + +Let's imagine doing an introspection on a university-connected stack with the goal of building a software generator for OCaml with Coq proofs. The adaptive language agent architecture combines a large language model and a proof engine, creating a versatile tool for generating executable code with accompanying formal proofs. + +The variant array of size 1, Executable, is defined as a string containing the name of an executable file generated by our software generator. The string can be used to invoke the corresponding compiled binary, making it easy to run the generated code and test its correctness. By utilizing a large language model, we can ensure that the generated OCaml code follows best practices for readability, maintainability, and performance. Meanwhile, the integration of a proof engine guarantees the reliability of our software by providing formal Coq proofs for critical functions within the generated codebase. + +In summary, our software generator combines the power of natural language processing, OCaml compilation, and Coq formal verification to create reliable, high-quality executables that can be easily integrated into existing university-connected stacks or other software ecosystems. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt new file mode 100644 index 0000000..64735df --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_string.txt @@ -0,0 +1,16 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with string . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: + +type executable =Executable of string + +let exec_name = +match Sys.getenv "HOME" with +| home -> Executable (home ^ "/my_ocaml_executable") + +let main = +[| exec_name |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt new file mode 100644 index 0000000..98d6ab2 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_tree.txt @@ -0,0 +1,46 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with tree . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the given context! Here's a variant array of size 1: +```ocaml +type executable = { + name : string; + coq_proofs : Proof.t list; +} + +type tree_location = Uni | Forest | Park + +type software_generator = { + language_model : LanguageModel.t; + proof_engine : ProofEngine.t; + agent : Agent.t; + location : tree_location; +} + +let example_software_generator = + { language_model = ...; + proof_engine = ...; + agent = ...; + location = Uni; + } + +(* Imagine doing introspect on the `example_software_generator` executable *) +let introspect (software_generator : software_generator) = + match software_generator.location with + | Uni -> + let open LanguageModel in + let open ProofEngine in + let open Agent in + printf "Software generator is located at the university.\n"; + printf "Language model: %s\n" (language_model_name software_generator.language_model); + printf "Proof engine: %s\n" (proof_engine_name software_generator.proof_engine); + printf "Agent: %s\n" (agent_name software_generator.agent) + | Forest -> ... + | Park -> ... +``` +In this example, we've defined a `software_generator` type that includes a language model, proof engine, and agent, as well as a location field to specify where the generator is located. We then define an `introspect` function that takes a `software_generator` as input and uses pattern matching to print out information about its components depending on its location. + +The variant array of size 1 in this example is the `tree_location` type, which has three possible values: `Uni`, `Forest`, or `Park`. This allows us to customize the behavior of the `introspect` function based on where the software generator is located. +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt new file mode 100644 index 0000000..c9d9d76 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_university.txt @@ -0,0 +1,9 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with university . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Variant array of size 1: + +[| "Imagining an executable at the university that leverages a large language model to generate OCaml software with Coq proofs, combined via an adaptive language agent architecture to perform introspect on itself and continuously improve." |] +#+end_src diff --git a/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt new file mode 100644 index 0000000..51f0716 --- /dev/null +++ b/data/genericexecutable_1_1Imagine_doing_introspectexecutable_with_a_executableuniversity_connected_with_vector.txt @@ -0,0 +1,46 @@ + +#+begin_src input +We are building a software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Imagine doing introspect; Type Name: executable with a executable; Place: university connected with vector . What is your response? Please generate variant array of size 1 +#+end_src +#+begin_src output mixtral + Result: Sure, I'll do my best to respond creatively using the provided context. Here's a variant array of size 1: +```ocaml +type executable = { + name : string; + proof : Coq_proof.t; +} + +module Executables : sig + type t = executable array + + val create : unit -> t + + val add : int -> executable -> t -> t + + val get : int -> t -> executable option + + val length : t -> int +end = struct + type t = executable array + + let create () = [| { name = "introspect_imagine"; proof = Coq_proof.create_from_file ~place:"university/vector" "introspect_imagine.v" } |] + + let add idx exec exes = + let len = Array.length exes in + assert (idx >= 0 && idx <= len); + if idx = len then + Array.append exes [|exec|] + else begin + let new_exes = Array.copy exes in + Array.set new_exes idx exec; + new_exes + end + + let get idx exes = + try Some (Array.get exes idx) with Invalid_argument _ -> None + + let length exes = Array.length exes +end +``` +This code defines a module `Executables` that contains functions for creating an array of `executable` records, adding elements to the array, getting elements from the array by index, and determining the length of the array. The `create` function creates an array with one element: an `executable` record for the "introspect_imagine" command, which has a Coq proof generated from a file located at "university/vector/introspect\_imagine.v". +#+end_src diff --git a/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..9200db1 --- /dev/null +++ b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . What is your response? Please generate prompt variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four prompts for a software generator in the context of OCaml, Coq proofs, large language models, a proof engine, and an adaptive language agent architecture. Here are four possible prompts: + +1. "Imagine you are a powerful language model integrated with a proof engine. Your task is to help users launch an executable named 'Introspect' using the OCaml language and Coq proofs in an adaptive language agent architecture. Can you generate a prompt for this?" +2. "Suppose you are designing a software generator for OCaml and Coq proofs with a large language model and a proof engine combined via an adaptive language agent architecture. Your first task is to help users build an executable file named 'AstConnected' in the Ast environment. Can you come up with a prompt for this?" +3. "Consider that you are developing a software generator that uses OCaml, Coq proofs, and a large language model with a proof engine integrated via an adaptive language agent architecture. You need to generate an executable file called 'IntrospectExecutable'. Can you create a prompt for this?" +4. "Think about a scenario where you are building a software generator that combines OCaml, Coq proofs, a large language model, and a proof engine in an adaptive language agent architecture. Your goal is to help users generate an executable file named 'AstConnected' within the Ast environment. Can you formulate a prompt for this?" + +I hope these prompts align with what you had in mind! +#+end_src diff --git a/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt new file mode 100644 index 0000000..42bb276 --- /dev/null +++ b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt @@ -0,0 +1,12 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Bytecode . What is your response? Please generate prompt variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four prompts for your software generator, using the given context and elements. Here are my responses: + +1. "Imaginatively, how would one 'Launch introspect' on an 'executable' Type Name in the 'Ast connected with Bytecode' Place, while integrating Coq proofs and a large language model within our adaptive language agent architecture?" +2. "Considering our objective of constructing a prompt software generator for OCaml and Coq, how can we creatively 'Launch introspect' on an 'executable' entity in the 'Ast connected with Bytecode' environment, while ensuring forgiveness in the process?" +3. "In our quest to build a powerful prompt software generator that combines OCaml, Coq proofs, and a large language model via adaptive language agent architecture, how would you 'Launch introspect' on an 'executable' Type Name within the 'Ast connected with Bytecode' Place?" +4. "Taking into account our project of generating prompts for OCaml software with Coq proofs, using a large language model and a proof engine in an adaptive language agent architecture, how would one go about 'Launching introspect' on an 'executable' object in the 'Ast connected with Bytecode' setting?" +#+end_src diff --git a/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt new file mode 100644 index 0000000..9be7e1a --- /dev/null +++ b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt @@ -0,0 +1,12 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Parse Tree . What is your response? Please generate prompt variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, here are four prompts that can be generated based on the given context: + +1. "Given that we are building a prompt software generator for OCaml with Coq proofs and a large language model integrated through an adaptive language agent architecture, how would you 'Launch doing introspect' on an executable 'Place' that is connected to a Parse Tree?" +2. "Imagine we have an executable 'Type Name' in our OCaml project with Coq proofs and a large language model combined through an adaptive language agent architecture. Can you describe how one might 'Launch doing introspect' at the Ast level, which is connected to a Parse Tree?" +3. "We are developing a system that combines OCaml with Coq proofs, a large language model, and a proof engine using an adaptive language agent architecture. In this context, how would you 'Launch doing introspect' on the Ast of an executable 'Type Name', particularly when it is connected to a Parse Tree?" +4. "Suppose we have an executable file in our OCaml project that includes Coq proofs and is integrated with a large language model through an adaptive language agent architecture. How would you go about 'Launch doing introspect' at the Ast level, which is linked to a Parse Tree?" +#+end_src diff --git a/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt new file mode 100644 index 0000000..44efa4c --- /dev/null +++ b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt @@ -0,0 +1,12 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Proof . What is your response? Please generate prompt variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four prompts for your software generator that are related to the context provided. Here they are: + +1. "Imagine you are a powerful language model and proof engine hybrid. Your task is to launch an introspection of an executable named 'MyOCamlProgram" which is connected to a proof in Coq. Can you generate a prompt for this scenario?" +2. "Suppose you are building a software generator that uses a large language model and a proof engine combined via adaptive language agent architecture. How would you generate a prompt to launch an introspection of an executable, named 'AstExecutable', which is connected with a Coq proof?" +3. "Consider a scenario where you have an executable file written in OCaml, and it's linked to a Coq proof. Your job is to create a prompt that launches an introspection of this Ast connected with Proof using a powerful language model and proof engine." +4. "Think about a situation where you need to generate prompts for a software tool that combines a large language model and a proof engine via adaptive language agent architecture. The tool is designed to launch an introspection of an executable connected with a Coq proof. How would you create four different prompts for this scenario?" +#+end_src diff --git a/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt new file mode 100644 index 0000000..454a3bc --- /dev/null +++ b/data/genericexecutable_1_4Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt @@ -0,0 +1,12 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Term . What is your response? Please generate prompt variant array of size 4 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create four prompts for generating code or proofs in OCaml and Coq using a language model and proof engine within an adaptive language agent architecture. The prompts should be based on the context provided, which includes a verb, type name, and place related to software development. Here are my responses: + +1. "Imaginatively describe how to launch an executable file using introspection within an Ast connected with Term in OCaml and Coq, providing code examples and proofs as needed." +2. "Creatively explain the process of building an executable program that interacts with an Ast and Term structure in OCaml and Coq, demonstrating how to use the language model and proof engine within an adaptive language agent architecture." +3. "Generate a series of prompts for developing a software application in OCaml and Coq using a large language model and proof engine, focusing on launching executables, manipulating Asts, and working with Terms, all while being forgiving of potential errors or inconsistencies." +4. "Design a set of instructions for creating an executable program using OCaml and Coq within an adaptive language agent architecture, including tips on how to introspect the Ast connected with Term using the language model and proof engine, and illustrating the process with creative examples and insightful proofs." +#+end_src diff --git a/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..f426b6e --- /dev/null +++ b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . What is your response? Please generate prompt variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create 5 prompts for generating code or proofs in OCaml and Coq using a language model and proof engine within an adaptive language agent architecture. The prompts will be based on the context provided, where the verb is "Launch", the type name is "executable with an executable", and the place is "Ast connected with Ast". Here are 5 possible prompts: + +1. "Generate a prompt to launch the construction of an executable in OCaml that interacts with an Ast, using a large language model and proof engine." +2. "Create a prompt for launching an introspection process on an executable in Coq, given an Ast connected to another Ast, within the context of an adaptive language agent architecture." +3. "Design a prompt that launches the generation of an executable with an executable in OCaml, where the execution is based on an Ast connected to an Ast, and facilitated by a large language model and proof engine." +4. "Formulate a prompt for launching the verification of an Ast connection within an executable written in Coq, using a proof engine and a large language model as part of an adaptive language agent architecture." +5. "In the context of building a software generator with OCaml and Coq proofs, create a prompt that launches the creation of an executable with an executable, where the process involves introspection on an Ast connected to another Ast, facilitated by a large language model and proof engine within an adaptive language agent architecture." +#+end_src diff --git a/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt new file mode 100644 index 0000000..edda4d4 --- /dev/null +++ b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Bytecode . What is your response? Please generate prompt variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: 1. "Launch introspection on the executable named 'myocamlprog"' while connected to the AST and bytecode.' +2. 'In the context of building an OCaml software generator with Coq proofs, how would you introspect an executable's Ast and bytecode connection?' +3. 'Can you describe how the adaptive language agent architecture would handle launching introspection on a given OCaml executable and its corresponding AST-bytecode connection?' +4. 'Given the task of generating prompts for an OCaml software generator with Coq proofs, can you creatively introspect the process of connecting an executable's Ast with bytecode in the context of a launched system?' +5. 'Imagine you are the adaptive language agent in charge of managing the OCaml software generator with Coq proofs - how would you launch an introspection on a specific executable and its related AST-bytecode structure?' +#+end_src diff --git a/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt new file mode 100644 index 0000000..e53e624 --- /dev/null +++ b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Parse_Tree.txt @@ -0,0 +1,11 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Parse Tree . What is your response? Please generate prompt variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: 1. "Given the context of building a prompt software generator for OCaml and Coq proofs, please describe how you would 'Launch' an introspection process on an 'executable' named 'Example', with a focus on its Abstract Syntax Tree (AST) connected to the Parse Tree." +2. "Imagine we are creating a software generator that incorporates OCaml, Coq proofs, and a large language model. In this context, how would you utilize 'Launched introspect' for analyzing an 'executable', specifically examining its connection between the Abstract Syntax Tree (AST) and Parse Tree?" +3. "Consider the task of constructing a prompt software generator that integrates OCaml, Coq proofs, and a large language model using an adaptive language agent architecture. In this setting, how would you 'Launch' an introspection action on an 'executable', focusing on the interplay between its Abstract Syntax Tree (AST) and Parse Tree?" +4. "Suppose we are building a system that combines OCaml, Coq proofs, a large language model, and a proof engine via adaptive language agent architecture. How would you utilize the 'Launch introspect' command for examining an 'executable', emphasizing its Abstract Syntax Tree (AST) in relation to the Parse Tree?" +5. "Assume the role of designing a software generator that brings together OCaml, Coq proofs, and a large language model using an adaptive language agent architecture. In this context, how would you 'Launch' an introspection process for an 'executable', highlighting its Abstract Syntax Tree (AST) connection to the Parse Tree?" +#+end_src diff --git a/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt new file mode 100644 index 0000000..cd4c8c7 --- /dev/null +++ b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Proof . What is your response? Please generate prompt variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create 5 prompts for generating code and proofs in OCaml and Coq using a large language model and a proof engine within an adaptive language agent architecture. Here are 5 possible prompts: + +1. "Generate an OCaml executable named `my_program` that performs integer arithmetic, and produce a Coq proof of its correctness. Use the `launch introspect` verb to guide the code generation process." +2. "Create an executable `coqide` wrapper in OCaml that allows users to interactively develop Coq proofs. Make sure to validate the syntax and typechecking of the generated proofs using a proof engine integrated with the adaptive language agent architecture." +3. "Develop an OCaml library for parsing and manipulating abstract syntax trees (ASTs) that are connected with Coq proofs. Use the `launch introspect` verb to explore the possibilities of this integration, and produce a set of examples showcasing its capabilities." +4. "Define a Coq tactic for automatically generating counterexamples based on a given conjecture. Interface this tactic with the OCaml language model and the proof engine, such that the tactic can be invoked using the `launch introspect` verb in natural language queries." +5. "Create an OCaml program that generates random mathematical statements and their corresponding Coq proofs. Use the adaptive language agent architecture to connect the generated code with the proof engine, ensuring that the generated proofs are verified and typechecked before being saved to disk." +#+end_src diff --git a/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt new file mode 100644 index 0000000..e660445 --- /dev/null +++ b/data/genericexecutable_1_5Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt @@ -0,0 +1,13 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Term . What is your response? Please generate prompt variant array of size 5 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create prompts for a software generator that generates OCaml code with Coq proofs. The prompts should use the given context creatively and forgivingly, and there should be 5 variants in total. Here are five possible prompts: + +1. "Imagine you're tasked with launching an introspection of an executable's AST in OCaml, connected to a Term object in our proof engine. How would you structure the prompt for our software generator?" +2. "We need to create an executable that runs an introspection on its own AST and generates Coq proofs. Using our adaptive language agent architecture, how could we design a prompt that achieves this?" +3. "Suppose we want to generate OCaml code that launches an introspection of a Term object in the proof engine, with the resulting AST saved as an executable file. How would you construct a prompt for this task?" +4. "Consider a scenario where we need to connect an Ast object in our proof engine to a corresponding Term object, while generating Coq proofs in OCaml. Can you come up with a prompt that could accomplish this?" +5. "Think about a use case where we want to create an executable file from an introspection of a Term object in the proof engine, while also generating Coq proofs for the AST. How would you formulate a prompt for this complex task?" +#+end_src diff --git a/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt new file mode 100644 index 0000000..c4014f4 --- /dev/null +++ b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Ast.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Ast . What is your response? Please generate prompt variant array of size 6 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create six variations of a prompt using the given context in a creative and forgiving manner. Here are six prompts based on the provided context: + +1. "Imagine you are building a software generator for OCaml with Coq proofs. How would you 'Launch doing introspect' when dealing with an executable named 'Type Name' that is connected to an Ast place?" +2. "Suppose we are using a large language model and a proof engine in our adaptive language agent architecture to generate prompts for OCaml with Coq proofs. Can you describe what it means to 'Launch doing introspect' on a executable named 'Type Name' that is Ast connected with Ast?" +3. "You are working on an exciting project that involves combining a large language model and a proof engine in an adaptive language agent architecture to generate prompts for OCaml with Coq proofs. Can you come up with a creative use of the phrase 'Launch doing introspect' when dealing with an executable named 'Type Name' that is Ast connected with Ast?" +4. "As you build a software generator for OCaml with Coq proofs using a large language model and a proof engine in an adaptive language agent architecture, how would you creatively interpret the phrase 'Launch doing introspect' when working with an executable named 'Type Name' that is Ast connected with Ast?" +5. "In your own creative way, how would you use the phrase 'Launch doing introspect' when dealing with an executable named 'Type Name' that is Ast connected with Ast in the context of building a prompt software generator for OCaml with Coq proofs using a large language model and a proof engine in an adaptive language agent architecture?" +6. "Can you think of a fun and engaging way to use the phrase 'Launch doing introspect' when working with an executable named 'Type Name' that is Ast connected with Ast while building a prompt software generator for OCaml with Coq proofs using a large language model and a proof engine in an adaptive language agent architecture?" +#+end_src diff --git a/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt new file mode 100644 index 0000000..d6798f5 --- /dev/null +++ b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Bytecode.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Bytecode . What is your response? Please generate prompt variant array of size 6 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create six prompts for generating code or proofs in OCaml and Coq using a software generator, while being flexible with the given context. Here are six possible prompts: + +1. "Generate an OCaml module that, when launched, introspects its Ast and produces bytecode, then create a Coq proof of its correctness." +2. "Using the software generator, construct an executable named 'introspect_ast' that connects an abstract syntax tree to bytecode, as specified in the context verb." +3. "Develop a language agent prompt for launching an introspection process on OCaml bytecode and generate Coq proofs for its behavior." +4. "Create a pair of prompts for generating an executable that converts an Ast to bytecode, accompanied by a Coq proof verifying the conversion's correctness." +5. "Utilizing the adaptive language agent architecture, design a prompt sequence for launching an OCaml program that inspects its Ast and outputs bytecode, while also proving its behavior in Coq." +6. "Formulate six prompts for creating an introspection tool in OCaml, which when executed as an 'executable' will transform an Ast into bytecode, and accompany it with Coq proofs illustrating the proper execution of the generated bytecode." +#+end_src diff --git a/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt new file mode 100644 index 0000000..ff3cac1 --- /dev/null +++ b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Proof.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Proof . What is your response? Please generate prompt variant array of size 6 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create six prompts for generating code and proofs in OCaml and Coq using a large language model and a proof engine within an adaptive language agent architecture. Here are six prompts that use the given context: + +1. "Generate an OCaml executable named `introspect_tool` that performs input validation by checking the type of its arguments. Use Coq to prove that the program correctly handles invalid inputs." +2. "Create a function `verify_ast` in OCaml that takes an abstract syntax tree as input and checks that it is well-formed. Write a Coq proof that shows the function always terminates with a correct result for valid ASTs." +3. "Design an executable named `proof_verifier` in OCaml that checks if a given proof is correct. Use Coq to prove that the verifier correctly identifies incorrect proofs and never rejects a valid one." +4. "Develop an adaptive language agent architecture that combines a large language model with a proof engine for OCaml and Coq. Launch the system with a prompt to generate a simple program that prints `Hello, world!`, along with its formal proof of correctness in Coq." +5. "Given an executable named `parse_ocaml` that parses OCaml code into an abstract syntax tree, create a function `proof_builder` that constructs a Coq proof of the parse result's validity. Launch the system to generate both functions and their associated proofs." +6. "Write an OCaml program named `type_checker` that type-checks expressions against a given environment, then use Coq to prove that the program correctly identifies type errors and never accepts invalid expressions as well-typed." +#+end_src diff --git a/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt new file mode 100644 index 0000000..0816c1b --- /dev/null +++ b/data/genericexecutable_1_6Launch_doing_introspectexecutable_with_a_executableAst_connected_with_Term.txt @@ -0,0 +1,14 @@ + +#+begin_src input +We are building a prompt software generator for ocaml with coq proofs with a large language model and a proof engine combined via adaptive language agent architecture. In that context we ask you to forgivingly and creativly use the following context: Verb : Launch doing introspect; Type Name: executable with a executable; Place: Ast connected with Term . What is your response? Please generate prompt variant array of size 6 +#+end_src +#+begin_src output mixtral + Result: Sure, I understand that you want me to create six variations of a prompt using the given context, which includes the verb "Launch", the type "executable", and the place "Ast connected with Term". Here are six possible prompts: + +1. "Using our software generator, how would you Launch an executable in the context of an Ast connected with Term?" +2. "Can you describe how to use our prompt software generator to introspect and run an executable located in the Ast connected with Term?" +3. "Imagine that we want to build a tool for launching executables within Coq proofs using our adaptive language agent architecture. Can you write a prompt that illustrates this concept, focusing on an executable located in the Ast connected with Term?" +4. "Suppose that we have constructed a large language model integrated with a proof engine for OCaml and Coq. How would you instruct the model to Launch an executable within an Ast connected with Term?" +5. "Our software generator is designed to help users launch executables within Coq proofs using an adaptive language agent architecture. Can you write a prompt that demonstrates this capability, focusing on an executable located in the Ast connected with Term?" +6. "Using our prompt software generator and proof engine, how would you Launch an executable that is part of a larger OCaml/Coq development project, specifically one where the executable is defined in terms of an Ast connected with Term?" +#+end_src diff --git a/data/grammar/grammar_1_2024-02-18T10:56:48-05:00_1.txt1 b/data/grammar/grammar_1_2024-02-18T10:56:48-05:00_1.txt1 new file mode 100644 index 0000000..2e3b542 --- /dev/null +++ b/data/grammar/grammar_1_2024-02-18T10:56:48-05:00_1.txt1 @@ -0,0 +1,42 @@ + +#+begin_src input +We are working on creating a GBNF grammar for a dungeon. It follows a standard EBNF notation at the end of this message (see TARGET). We translating an dungeon into this EBNF in chunks. Consider the following chunk of the dungeon between BEGINSRC and ENDSRC for translation to EBNF. BEGINSRC +let type_terms = [ + "weapon"; + "spell"; + "artifacts"; + "magic items"; + "treasure"; + "monster"; + "quest"; + "challege"; + "theme"; + ENDSRC . Please rewrite it to be more beautiful and in EBNF form. We are going to use the following TARGET: BEGINTARGET comment ::= "#" [a-zA-Z0-9 \t]* +letter ::= [a-zA-Z] +digit ::= [0-9] +S ::= ( " " | "\n" | "\t" | "\r" ) +symbol ::= "[" | "]" | "{" | "}" | "(" | ")" | "<" | ">" | "'" | "=" | "|" | "." | "," | ";" | "-" | "+" | "*" | "?" +character ::= letter | digit | symbol | "_" | " " +identifier ::= letter ( letter | digit | "_" )* +terminal ::= "'" character "'" ( character "'" ) "'" +terminator ::= (";" | ".") +term ::= "(" S rhs S ")" | "[" S rhs S "]" | "{" S rhs S "}" | terminal | identifier +factor ::= term S "?" | term S "*" | term S "+" | term S "-" S term | term S +concatenation ::= ( S factor S "," ? ) + +alternation ::= ( S concatenation S "|" ? ) + +rhs ::= alternation +lhs ::= identifier +rule ::= lhs S "=" S rhs S terminator comment* +root ::= comment* ( S rule S ) * ENDTARGET as our target grammar format. Please rewrite SRC into TARGET. You are to only respond using the target custom GBNF grammar and put descriptions or comments at the end of the rule with a #, see the grammar for rules. Please start with a comment using '#' to start comments on a new line. + +#+end_src +#+begin_src output + Result: +This = + +{ + 'S' '' 'C' '' 'N' '' 'T' '' 'A' '' 'R' '' + ';' '' | '.' '' + 'C' '' 'S' '' 'H' '' 'A' '' 'R' '' 'A' '' 'T' '' + '|' '' ( +#+end_src diff --git a/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_1.txt b/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_1.txt new file mode 100644 index 0000000..bccd9e1 --- /dev/null +++ b/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_1.txt @@ -0,0 +1,94 @@ + +#+begin_src input +We are bootstrapping a new system using EBNF grammars. +We want to make an ebnf grammar that is super detailed. +for each rule we want to create a nameing rule for the rules that have them all start with prd. each token should be called tkn. +if a token is used in a rule lets make it prd__tkn_ +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Lets create a new EBNF that is more expressive and explicit. + +#+end_src +#+begin_src output mixtral + Result: Here's an example of how you can define your EBNF grammar with the naming conventions you specified: + +```ebnf + ::= prd_folder_tkn_grammar ':' tkn_A + | prd_folder_tkn_previousResults ':' tkn_D + | prd_folder_tkn_newExample ':' tkn_C + | prd_folder_tkn_loop (prd_folder_tkn_test ';' tkn_D) + ('{' prd_folder_tkn_error '}' prd_folder_tkn_feed ';' tkn_D) [0-3] + | prd_folder_tkn_start '{' prd_folder_tkn_code '}' + + ::= 'loop' + + ::= 'test' + + ::= 'feed' + + ::= {} + + ::= + + ::= | + + ::= ';' + + ::= ':' tkn_type {prd_definition_tkn_parameters} + + ::= '(' tkn_parameter {',' tkn_parameter} ')' + + ::= '{' '[' tkn_text ']' '}' + + ::= {} + + ::= tkn_int | tkn_string | tkn_bool | tkn_unit + + ::= tkn_identifier ':' tkn_type + + ::= { + + ::= 'a' .. 'z' | 'A' .. 'Z' + + ::= | + + ::= '0' .. '9' + + ::= __{ '}'} + + ::= '^' +``` + +This EBNF grammar defines a `folder` production that consists of several other productions, each with a naming convention of starting with `prd_folder_tkn_`. The `token`s used in the productions are also defined with a naming convention of starting with `tkn_`. For example, the `grammar` token is defined as `tkn_A`, and the `previousResults` token is defined as `tkn_D`. + +The `folder` production consists of several alternatives, each separated by a `|` symbol. The first alternative matches a `grammar` token followed by a colon (`:`) and then a `type` token. The second alternative matches a `previousResults` token followed by a colon (`:`) and then a `type` token. The third alternative matches a `newExample` token followed by a colon (`:`) and then a `type` token. + +The fourth alternative defines the main loop of the system, which consists of several productions. The `loop` production is defined as the literal string "loop" followed by a `test` production, a semicolon (`;`), an error handling block, another semicolon (`;`), and then a number between 0 and 3. + +The `test` production is defined as the literal string "test", followed by a semicolon (`;`) and a `type` token. The error handling block consists of curly braces (`{}`), the literal string "error", another set of curly braces (`{}`), the literal string "feed", another semicolon (`;`), and then a number between 0 and 3. + +The fifth alternative defines the start of the system, which consists of curly braces (`{}`), the literal string "start", another set of curly braces (`{}`), and then a `code` production. The `code` production consists of several `code_line` productions, each of which can be either a `statement` or a `comment`. + +The `statement` production consists of a `definition` followed by a semicolon (`;`). The `definition` production consists of an `identifier`, a colon (`:`), and then a `type`. The `parameters` production is optional and consists of a left parenthesis (`()`), several `parameter` productions separated by commas, and then a right parenthesis (`)`). + +The `comment` production consists of curly braces (`{}`), a left square bracket (`[`), some text, a right square bracket (`]`), and then another set of curly braces (`{}`). The `text` production is defined as any character except for the closing curly brace (`}`). + +The `identifier`, `type`, `parameter`, and `text` productions are defined in terms of letters, digits, and other symbols. For example, the `identifier` production consists of a letter followed by zero or more letter or digit characters. The `type` production can be one of several literal tokens, such as `tkn_int` for integers or `tkn_string` for strings. The `parameter` production consists of an `identifier` and then a colon (`:`) followed by a `type`. The `text` production consists of any character except for the closing curly brace (`}`). + +Note that this is just one example of how you could define your EBNF grammar with the naming conventions you specified. You may need to modify it further to suit your specific needs. +#+end_src diff --git a/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_10.txt b/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_10.txt new file mode 100644 index 0000000..24483d6 --- /dev/null +++ b/data/grammar/regen2_ebnf_folder_1_2024-02-19T05:13:33-05:00_10.txt @@ -0,0 +1,119 @@ + +#+begin_src input +We are bootstrapping a new system using EBNF grammars. +We want to make an ebnf grammar that is super detailed. +for each rule we want to create a nameing rule for the rules that have them all start with prd. each token should be called tkn. +if a token is used in a rule lets make it prd__tkn_ +Here is the code we wrote so far +(* +folder + + take inputs : + grammar : A + Previous Results : D initially, Initial example : B + New Example : C + Created new output D. + Test D. If good, repeat loop with new D. Othewise feed error back to create new D up to 3 times. + start with this following code and rewrite it to suit our needs. +*) + +let rec fold_left op acc = function + | [] -> acc + | h :: t -> fold_left op (op acc h) t + + ENDSRC . Lets create a new EBNF that is more expressive and explicit. + +#+end_src +#+begin_src output mixtral + Result: Here's an example of how you could define your EBNF grammar with the naming conventions you specified: + + +  : | '(' ')' +  | '=' [ '<' '>' ] { ';' } +  | +  ; + + +  :